Skip to content
GTAVice.net
Navigation
Home What's New? News Forum Info FAQs
Audio
Soundtrack
Hints and Tips
Guides Cheats
User

Welcome, Guest. If you have an account, please log in below.

Login
Register

Need an account? Registration is now open!

Create an Account
GTAVice.net Background Image

Follow us on X. We're posting regular updates about everything GTA VI!

GTA VI Edge Preview Reveals Huge New Details on Gameplay, Police, Relationships and More

Published by Psy

GTA VI Edge Preview Reveals Huge New Details on Gameplay, Police, Relationships and More

With just three weeks remaining until the release of Grand Theft Auto VI, Edge Magazine has published an extensive new preview featuring an exclusive 90-minute gameplay demonstration and interviews with some of Rockstar Games' most senior developers.

Written by Simon Parkin, the feature takes readers inside Rockstar North's Edinburgh headquarters, where co-studio head and head of development Rob Nelson demonstrated the game running on a PlayStation 5.

The preview also includes comments from Aaron Garbut, Rockstar North's co-studio head and head of development, and Phil Hooker, another head of development responsible for helping bring the game towards completion.

The demonstration revealed significant new details about GTA VI's world, including its enormous number of interiors, highly reactive NPCs, redesigned police and wanted systems, character relationships, criminal behaviour, vehicle theft, and everyday activities.

Here's everything we've learned from the new preview.

Map Size and World Detail

Rockstar has provided some of its clearest indications yet of just how large Grand Theft Auto VI's map will be.

According to the preview, Leonida's map is roughly twice the size of GTA V's, while the total landmass, including Vice City and its surrounding areas, is nearly as large as the playable maps of GTA IV, GTA V and Red Dead Redemption 2 combined.

However, Rockstar's focus has been on creating a world that feels exceptionally detailed rather than simply increasing its geographical size.

Aaron Garbut explained that GTA VI features an enormous increase in the number of accessible interiors compared to previous games.

Every back alley is as densely detailed and interesting as the others. You can go anywhere, any random location, and so many people have thought about that location.

Rockstar describes the number of interiors as being an order of magnitude greater than its previous games, suggesting a dramatic expansion in the number of buildings players can explore.

These interiors are not simply empty rooms. Rockstar has created detailed environments designed to reflect the lives of their occupants, including family photographs, personal belongings, furniture and other objects that tell stories about the people living there.

Garbut revealed that, despite spending years exploring the game during development, he continues to discover locations he has never visited before.

As an example, he described entering a previously unexplored house and discovering photographs of the family's dog. In another room, he found evidence of what the animal had been doing while left alone.

The whole place was trashed. There was shit in the corner, smeared around a bit.

Interestingly, this encounter also demonstrated how Rockstar's gameplay systems interact with one another.

The developers had originally created a character reaction to unpleasant smells for a specific piece of content. That behaviour was subsequently expanded into a more general system, allowing characters to react naturally to unpleasant environments throughout the game.

When Jason entered the room, he automatically grimaced and recoiled from the smell, despite the encounter not having been specifically scripted.

More Realistic NPCs and Pedestrian Behaviour

One of the biggest improvements in GTA VI is the behaviour of the people inhabiting its world.

Rockstar established an entire Los Angeles-based team of writers, directors and producers dedicated to developing more believable NPCs.

The studio has created approximately 600,000 animations, with every pedestrian individually art-directed.

NPCs also possess personality traits that influence their behaviour and reactions to the player.

These include their temperament, aggression, location, what they have witnessed, and how the player has behaved towards them.

Different districts of Leonida feature their own populations, occupations and social characteristics, meaning NPC behaviour can vary depending on where players are exploring.

Nelson explained that Rockstar repeatedly considered questions such as:

Who's going to be aggressive? How many people are going to go for a weapon? How many are going to test me?

An Aggressive Dog Owner

During the demonstration, Jason encounters a muscular man walking a dog on a retractable leash.

Nelson deliberately points the camera towards the pedestrian, causing Jason to stare at him for an uncomfortable amount of time.

The man responds aggressively:

What the fuck are you looking at?

Rather than simply walking away, the pedestrian challenges Jason before unclipping his dog's leash.

Nelson decides to run, prompting the dog to chase Jason down the street.

As Jason flees, a nearby flock of pigeons takes flight. Eventually, the dog loses interest and returns to its owner.

Jason then slows down, takes a packet of cigarettes from his inventory, lights one and continues walking.

The entire encounter demonstrates how even something as simple as staring at a pedestrian can develop into an unpredictable confrontation.

Wildlife Reacts to the Player

The demonstration also includes a seagull approaching food scraps on the pavement.

When Jason walks too close, the bird reacts to his presence and flies away.

Although a relatively small detail, it provides another example of how Rockstar has designed animals and pedestrians to react naturally to their surroundings.

Weapons and Public Reactions

Rockstar has significantly changed how NPCs react to weapons.

In GTA V, pedestrians generally ignored players producing large weapons until they were directly threatened.

Nelson explained that this behaviour would no longer be convincing in a world with GTA VI's level of visual fidelity.

In GTA VI, simply walking around with a shotgun can make nearby pedestrians uncomfortable.

Importantly, NPCs distinguish between a weapon being carried on a character's back and one being actively held in their hands.

Some pedestrians might move away, others may flee, while more confrontational individuals could challenge the player.

However, this does not mean that carrying a weapon automatically results in a wanted level.

Rockstar has designed the system to allow some flexibility, meaning players may be able to put a weapon away before a situation escalates into a police response.

Whether somebody actually witnesses the player's actions is also important.

A Completely Redesigned Police and Wanted System

The preview provides extensive new information about GTA VI's police system, which appears to be one of the most significant gameplay improvements.

Rather than simply escaping the police and waiting for a wanted level to disappear, players must now consider what information the authorities have collected about them.

A new heat system tracks the details that police know about Jason and Lucia.

These can include:

  • Physical appearance and description

  • Whether the crime involved one or two suspects

  • Clothing worn during the crime

  • CCTV footage

  • Weapons used or carried

This information is displayed through icons at the top of the screen, effectively representing the details contained in the police report.

Players can then take steps to make themselves more difficult to identify.

For example, if witnesses report two suspects, Jason and Lucia can split up to reduce the accuracy of that description.

Changing clothes can make the player less recognisable, while abandoning a weapon can remove another identifying detail.

The system encourages players to think about how they escape rather than simply driving away until the police stop searching.

Rockstar wants criminal activity to feel more dangerous and uncertain, with players using back alleys, abandoned vehicles and other methods to evade capture.

Police helicopters also use searchlights to locate suspects.

Police Vehicles Can Be Looted

During the demonstration, Nelson spots two police officers arresting a suspect.

The officers have left their vehicles unattended, allowing Jason to sneak up to one of the police cars.

He opens the boot, removes a shotgun and carries it away on his back.

The officers do not immediately intervene, providing another example of how NPC awareness and witness behaviour affect gameplay.

Police Roadblocks and K9 Units

A later demonstration shows Jason and Lucia escaping a robbery on a stolen motorcycle.

Lucia is riding behind Jason while police vehicles pursue them.

The officers communicate with one another over the radio and deploy a stinger strip across the road.

Because the chase takes place at night, the strip is difficult to spot.

Nelson fails to notice it, causing the motorcycle's front tyre to burst and sending both characters over the handlebars.

Jason and Lucia scramble to their feet and attempt to escape on foot, but a nearby police dog joins the pursuit.

The Alsatian quickly catches Jason and pins him to the ground.

The demonstration suggests that police dogs can play a direct role in apprehending suspects, rather than simply accompanying officers.

Vehicle Theft Is More Dangerous

Stealing vehicles has also become more unpredictable.

In previous GTA games, carjacking generally involved dragging the driver from their vehicle before driving away.

In GTA VI, some drivers will panic and abandon their cars when threatened.

Others may refuse to cooperate, potentially producing a weapon and fighting back.

This means players cannot always assume that stealing a vehicle will be straightforward.

Vehicle Tracking Systems

Expensive modern vehicles can also contain tracking devices that continue broadcasting their locations after being stolen.

This creates additional complications for players attempting to escape police attention.

Even when a vehicle does not have a tracker, its owner may report the theft to the authorities.

The result is a system where stealing a car can create consequences long after the player has driven away.

Switching Between Jason and Lucia During Chases

The preview provides another example of GTA VI's character-switching mechanics.

During the motorcycle pursuit, players can switch between Jason and Lucia while the chase is underway.

When controlling the passenger, the other character automatically takes responsibility for driving.

This allows players to concentrate on shooting at pursuing police vehicles while their partner handles the getaway.

Nelson jokingly described the system as:

It's AI, but the good, old-fashioned sort.

As with GTA V, character switching is available whenever the narrative allows, rather than necessarily being possible at every moment.

The New Criminal Profile System

One of the biggest new revelations is a system called the Criminal Profile.

This tracks the criminal behaviour of Jason and Lucia along a scale ranging from Professional to Irredeemable.

The system is represented by angel and devil icons.

Rather than judging players solely on how many crimes they commit, it considers how they approach criminal situations.

For example, players can choose to incapacitate enemies instead of killing them.

Threatening or intimidating somebody may also provide an alternative to immediately resorting to violence.

Players who approach situations carefully can develop a more professional criminal profile, while those who consistently shoot first will become associated with more violent behaviour.

Most importantly, Rockstar confirms that the Criminal Profile will influence how Jason and Lucia's story unfolds.

The preview does not specify exactly which missions, dialogue or story outcomes will change, but confirms that the system has consequences beyond simply displaying a rating.

Jason and Lucia's Relationship Can Change

Another major revelation concerns the relationship between the game's two protagonists.

Although Jason and Lucia begin the story as partners in crime with a romantic history, players have some influence over how their relationship develops.

Their closeness is measured using a four-point relationship scale.

Spending time together can increase their closeness, with activities including:

  • Walking together along the beach

  • Cycling

  • Visiting the gym

  • Driving around Leonida

  • Spending time together outside missions

Gym membership must first be purchased before players can use those facilities.

When driving together, one character can operate the vehicle while the other uses their phone.

Nelson explained that Jason and Lucia begin the game wanting to rekindle their relationship, but its future is partly dependent on the player.

We start them wanting to be together, and wanting to give this relationship of theirs another shot. But, as the game progresses, it's yours to keep or yours to lose.

The relationship system is not entirely unrestricted.

Jason and Lucia remain connected through the game's central narrative, and players cannot completely abandon their partnership or decide to stop being criminals.

However, the nature and intimacy of their relationship can change.

Can Jason and Lucia Get Married?

Interestingly, Nelson refused to confirm or deny whether Jason and Lucia can get married.

The preview raises the possibility that players may be able to influence not only the emotional closeness of the couple but potentially their legal relationship status.

For now, marriage remains unconfirmed.

A Different Kind of GTA Story

Rockstar also discussed how GTA VI's story differs from previous games.

Traditionally, Grand Theft Auto protagonists have been motivated by acquiring money, property, vehicles and status.

Although Jason and Lucia are professional thieves who want to make money, their motivations extend beyond becoming wealthy.

The couple are also trying to build a life together, potentially one that allows them to escape their criminal circumstances.

Nelson explained:

These games, maybe some people think, 'Oh, they're power fantasies'. Sure. But what if these characters want something else?

The developers drew inspiration from Red Dead Redemption 2, particularly the way Arthur Morgan's decisions could reflect selfishness or selflessness.

Rather than simply accumulating wealth, Arthur could choose to spend money on himself or contribute towards the people around him.

Rockstar wants Jason and Lucia's actions throughout the open world to reflect the personalities and relationships established by the story.

The idea of leaving a life of crime behind is an important theme, even though players cannot simply choose to abandon the main narrative.

More Unpredictable Robberies and Encounters

The preview also highlights how Rockstar has introduced additional uncertainty into ordinary criminal activities.

A pedestrian being robbed might initially cooperate before attacking the player when their back is turned.

A convenience store robbery could unexpectedly escalate if another customer decides to intervene.

These situations are intended to create encounters that do not always follow a predictable sequence.

Street Races Can Begin Spontaneously

During another demonstration, Nelson is driving along a highway in an old station wagon while attempting to escape.

A group of young people in a customised 4x4 pulls alongside him.

The vehicle features purple underglow lighting, and its occupants begin taunting Nelson and challenging him to race.

Although he initially ignores them, they continue provoking him until he accepts.

The much faster 4x4 quickly pulls ahead.

One of its passengers climbs partially out of the window, perching on the door frame while holding onto the roof and shouting insults.

The encounter is unrelated to the crime Nelson was originally escaping from.

Instead, it demonstrates Rockstar's use of semi-scripted events that can interrupt the player's activities and create unexpected situations.

Public Transport and Everyday Activities

GTA VI features fully functioning bus and train systems that players can use to travel around Leonida.

Phil Hooker revealed that he has spent a considerable amount of development time testing the public transport network.

This involves waiting at bus stops, ensuring vehicles arrive when expected, and travelling along their routes.

I'm obsessed with making sure they always turn up. So, anywhere in the middle of playing, I'll just go: right, we're going to get the bus to where we're going. I've memorised all of the routes.

Rockstar wants players to be able to experience Leonida at their own pace, whether that means committing crimes or simply going about everyday activities.

Garbut explained:

You can really make the game what you want it to be at the time. Whether that's more of a roleplay experience where you're buying cigarettes and beer in the shop and going on the train for the day, or going to a club. You can have your life in the game.

The preview mentions several everyday activities, including purchasing cigarettes and beer, travelling by public transport, visiting clubs, cycling, walking along beaches and working out at gyms.

Jason is also shown using consumable items from his inventory.

At the beginning of the demonstration, he drinks a cup of coffee that boosts stamina, followed by a protein shake that provides a health buff.

Later, he selects a packet of cigarettes, lights one and smokes while walking through the city.

These items suggest that consumables will play a role in managing character attributes and everyday activities.

Roads Have Been Made Narrower

Rockstar has changed the scale of roads and highways compared to GTA V.

Nelson explained that GTA V featured particularly wide roads, partly to make driving and turning easier.

In GTA VI, the roads have been narrowed to create more believable proportions.

This change is part of Rockstar's wider effort to make Leonida feel more authentic, rather than designing every environment primarily around gameplay convenience.

Longer Days and Nights

The passage of time has also been adjusted.

Rockstar experimented with GTA V's day-and-night cycle during development but found that it felt too fast for GTA VI's more detailed world.

As a result, the day-and-night cycle has been substantially extended.

Sunsets last longer, and nights provide more time for players to explore and carry out activities under cover of darkness.

Nelson explained that the previous timing made the world feel unnaturally accelerated.

Everything felt too fast.

The preview does not reveal the exact duration of a complete in-game day.

How GTA VI's Development Began

The interview also provides additional background on GTA VI's development.

Nelson revealed that he travelled to Miami with a small Rockstar team in 2015 to begin exploring what a return to Vice City might look like.

The initial research focused on Florida's locations, culture, cities, swamps and varied landscapes.

The team quickly settled on the state as the setting for the next game.

However, the earliest work concentrated primarily on creating the world rather than developing Jason and Lucia's story.

Rockstar deliberately avoided committing to the game's Bonnie-and-Clyde-inspired narrative until Red Dead Redemption 2 had been completed.

Only after the majority of the company transitioned towards GTA VI did the protagonists' story begin taking its final shape.

The two projects therefore overlapped for several years, allowing Rockstar to carry lessons learned from Red Dead Redemption 2 into GTA VI.

Lessons Learned From Red Dead Redemption 2

Nelson explained that GTA V's underlying simulation became increasingly difficult to improve as the game was released on newer hardware.

Although Rockstar could increase draw distances and population density, more fundamental systems remained largely unchanged.

You couldn't tear it apart and get in there and rework the traffic system or the law system.

With Red Dead Redemption 2, Rockstar began rebuilding these underlying systems to support more sophisticated interactions involving NPCs, crime, witnesses and the player's behaviour.

These improvements provided an important foundation for GTA VI.

How Rockstar Created Leonida

The scale of GTA VI's development required extensive collaboration between Rockstar's studios.

According to the preview, Rockstar Toronto played a leading role in world population and research, while Rockstar San Diego contributed significantly to ambient and interactive events.

Nelson explained that some teams responsible for individual aspects of Leonida are now comparable in size to the teams that previously developed entire Rockstar games.

The company operates using development milestones lasting approximately six to eight weeks.

Teams concentrate on specific features or areas before producing a stable build for extensive testing.

Specialists examine their own work, while another group evaluates how the various systems function together.

This process generates thousands of notes, with ideas revised, improved or discarded.

Interestingly, Nelson revealed that GTA VI does not follow a single unchanging design document.

Although early design documents existed, they quickly became outdated as development progressed.

Instead, Rockstar allowed the game itself to guide many of its creative decisions.

The game tells you what it needs.

How Rockstar Creates GTA VI's Satire

The interview also provides a fascinating explanation of how Rockstar approaches the humour and satire found throughout Leonida.

Rather than beginning with a fixed collection of jokes, the developers first establish the identity of individual locations.

This includes their politics, demographics, local gangs, cultural attitudes, ambitions and concerns.

Once a location has been established, different teams develop satirical content around it.

Separate groups are responsible for fictional brands and billboards, radio advertisements, television programmes, pedestrian dialogue and mission writing.

Nelson offered an example of a fictional town that might be unusually patriotic, feature a biker gang supportive of the police, and be experiencing a mayoral election.

These characteristics could influence everything from political advertisements to NPC conversations and objects found inside buildings.

Rockstar wants the humour to feel consistent with the location rather than appearing as unrelated jokes.

Nelson described the goal as making the world feel complete from every angle.

You try to make it feel 360.

Sam Houser's Involvement in GTA VI

Rockstar president Sam Houser remains heavily involved in the game's creative development.

Nelson explained that Houser's role extends far beyond simply approving major creative decisions.

From the earliest stages of development, he worked with Aaron Garbut on the layout of the map and helped shape characters, story elements and the game's overall direction.

Houser and Nelson also regularly play through development builds together.

During each milestone, they spend approximately two weeks reviewing the game and identifying areas requiring improvement.

Their feedback can cover lighting, animation, audio, gameplay mechanics, narrative and tone.

These observations are then passed to the relevant teams for further work.

Nelson explained:

Sam and I will identify problems or issues that we then solve with and across the teams.

This process has helped maintain a consistent creative vision across a game developed by thousands of people over many years.

Rockstar Says GTA VI Is Ready

The preview concludes with comments from Rockstar's senior developers about the approaching release.

Garbut revealed that he feels more confident about GTA VI than any previous project he has worked on.

He explained that simply meeting the standards established by GTA V and Red Dead Redemption 2 would not have been enough.

We can't just trot out something that's what people might expect, or that was the easy thing to do.

He also emphasised that Rockstar had not reduced its ambitions during development.

We've not compromised on the scale, the detail, the interactivity, the story, the open world.

Reflecting on the enormous scale of the project, Garbut added:

I feel like we've built a pyramid on Everest.

Phil Hooker acknowledged that the team cannot predict how the public will respond when the game launches on November 19, but expressed satisfaction with what Rockstar has achieved.

We've made what we wanted to make.

Nelson described the pressure surrounding GTA VI as unprecedented, explaining that one of the biggest challenges during the final stages of development is accepting that fewer changes can be made as release approaches.

Nevertheless, he expressed confidence that the game is ready.

It's ready. It ceases to become ours, and it becomes everybody's.

After years of development, Rockstar is preparing to hand Leonida over to millions of players who will undoubtedly push its systems in ways even the developers cannot fully anticipate.

Grand Theft Auto VI launches on November 19, 2026, for PlayStation 5 and Xbox Series X|S.

Source: Simon Parkin, Edge Magazine / GamesRadar+, Grand Theft Auto VI exclusive – The state that never sleeps.

This article has been viewed 651 times. Thanks for your support!