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Kinda Funny’s GTA 6 Preview Reveals Dozens of New Gameplay Details

Published by Psy

Kinda Funny’s GTA 6 Preview Reveals Dozens of New Gameplay Details

Kinda Funny’s extensive GTA 6 preview at Rockstar North reveals new details about random events, car theft, police, money, relationships, RPG systems, shops, TV shows and much more.

Kinda Funny's Greg Miller and Andy Cortez were among a small number of media representatives invited to Rockstar North for an extensive hands-off preview of GTA 6, revealing new details about vehicles, police, money, random events, character progression and much more.

Miller and Cortez spent around two-and-a-half hours at Rockstar North watching Co-Studio Head Rob Nelson play GTA 6 on a base PlayStation 5 while they asked questions and suggested things they wanted to see.

Rather than simply being shown a tightly controlled sequence, much of the demonstration involved Nelson exploring GTA 6's open world based on their requests, giving the pair an opportunity to investigate smaller systems and encounter events that weren't featured in Rockstar's official Grand Theft Auto VI: An Extended Look.

Random events can interrupt your own crimes

One of the most interesting moments occurred when the group decided to rob a convenience store.

Jason prepared for the robbery by collecting his weapons and covering his face before approaching the cashier. However, before he could begin, another woman unexpectedly pushed past him and attempted to rob the same store herself.

Miller and Cortez said the Rockstar developers appeared surprised by the encounter, suggesting the event had not been specifically scripted for the demonstration.

Jason dealt with the competing robber before turning his attention back to the cashier, who reacted to the unusual situation of apparently being robbed twice in quick succession.

After taking the money, Jason was also able to enter a back room and remove the store's security footage, potentially reducing the evidence available to police.

Nelson explained that Rockstar wants GTA 6 to contain enough emergent events that not every player repeatedly sees the same situations, creating different stories naturally throughout Leonida.

Police can be seen responding to events unrelated to the player

Another example appeared while the group was driving along a highway at night.

A police helicopter could be seen searching an area with its spotlight while announcements indicated officers were looking for someone dressed in a furry costume.

The group attempted to investigate what was happening but couldn't reach the location before moving past it.

The encounter provided another example of GTA 6's world generating activity independently of whatever Jason or Lucia happens to be doing at the time.

NPCs are designed to feel more reactive

Rockstar has placed a major emphasis on making NPCs react more convincingly to the player's behaviour.

Walking around with a large weapon openly displayed can make nearby pedestrians respond differently to Jason or Lucia, while larger weapons can instead be stored inside a vehicle to maintain a lower profile.

The wider world also includes a greater variety of NPC body shapes and sizes than previous GTA games.

Rockstar wants Leonida's population to feel less like repeated background decoration and more like people independently going about their lives.

Rockstar wants players to have different stories to tell

The random robbery was used to illustrate one of Rockstar's wider goals for GTA 6.

Nelson explained that the studio tries to ensure some situations aren't constantly repeated and that individual players won't necessarily encounter everything.

The intention is for two people playing GTA 6 to be able to compare experiences and discover events that the other player may never have seen.

Weapons can be stored in your vehicle

Larger weapons can be stored inside your vehicle rather than carried around at all times.

If a weapon you've purchased is no longer being carried, it isn't permanently lost. Purchased weapons remain part of your arsenal and can be retrieved again through the game's storage systems.

Players will also generally have access to smaller weapons even when their larger firearms are stored elsewhere.

This makes personal vehicles increasingly important in GTA 6, functioning as more than simple transportation and becoming an extension of the player's inventory and progression.

Stealing expensive cars can require planning

Not every parked vehicle can simply be stolen in the same way.

More valuable vehicles can contain different security measures including alarms and tracking systems, meaning the player may need specialist equipment or additional planning to steal them successfully.

An in-game application called WAINK can scan vehicles and provide information about the car and its security systems.

Information shown can include:

  • Whether the vehicle is locked.
  • The type of security or alarm installed.
  • Whether the vehicle contains a tracker.
  • Information relating to the tracker.
  • The vehicle's resale value.
  • How much it will cost to register the vehicle as your own.

This gives players several potential reasons to steal a particular vehicle. You might only need temporary transport, intend to sell it for money or decide to register it as your personal vehicle.

Purchased or registered vehicles can also be summoned through an app.

Vehicle customisation is extremely detailed

Kinda Funny described GTA 6's vehicle customisation as incredibly deep, with Cortez comparing the level of detail to dedicated driving games.

Different businesses can specialise in particular types of modifications rather than every upgrade necessarily being available from a single location.

Your registered vehicle can also be impounded if police discover it after you abandon it while committing a crime.

Cars require fuel

Vehicles in GTA 6 contain a functional fuel system.

This means stealing a random car doesn't necessarily guarantee a successful escape, as the vehicle could already have very little fuel remaining.

Rockstar has indicated elsewhere that it doesn't want fuel management to become an irritating chore, but the system creates opportunities for unexpected situations when several mechanics interact.

The police system encourages players to watch the world

Rockstar wants players to pay considerably more attention to their surroundings during police pursuits.

Police vehicles will no longer simply be displayed on the mini-map in the same way players may be accustomed to from GTA V.

Kinda Funny described the change as an attempt to prevent players effectively playing "Pac-Man" with the radar while avoiding approaching officers.

Instead, players will need to look at the actual world around them while considering their clothing, vehicle, appearance and other identifying information known to the police.

Crimes can go unreported

The wanted system is also much more dependent on what witnesses, cameras and police actually know.

If a crime isn't witnessed, captured by surveillance or otherwise detected, law enforcement may never receive enough information to begin searching for the player.

Security cameras can therefore become an important part of robberies, with players able to remove or destroy evidence before police obtain a useful description.

Police remember identifying information

Police can receive information about Jason or Lucia's appearance, clothing and vehicle depending on how a crime is reported.

Changing clothes, switching vehicles or preventing witnesses from providing useful information can therefore help during an escape.

This means losing the police is no longer simply about staying outside a flashing search radius until the wanted stars disappear.

GTA 6 has a Criminal Profile system

The game includes a Criminal Profile system that tracks how the player approaches criminal activity.

Rockstar stressed that this isn't a traditional good-versus-evil morality system because Jason and Lucia remain criminals regardless of the choices being made.

Nelson jokingly described the alternatives by saying players can instead effectively become a "good devil" or a "bad devil", with the profile reflecting how excessive or restrained they are.

For example, incapacitating someone without killing them can be treated differently from executing someone who is already no longer a threat.

The system gives players another reason to consider how aggressively they approach situations rather than treating every encounter as an automatic shootout.

Jason and Lucia's relationship can change

The relationship between Jason and Lucia isn't represented as a completely fixed background element.

The way the pair feel about one another can change depending on how the player approaches their relationship and the decisions made throughout the game.

Rockstar wants the player to effectively look after the relationship without turning it into what Nelson described as a "naggy" relationship mechanic.

Players can also naturally encounter the other protagonist while exploring and choose to spend time together.

Rockstar has adapted RPG systems from Red Dead Redemption 2

Rockstar told Kinda Funny that it liked many of the RPG and simulation elements introduced in Red Dead Redemption 2 and wanted to bring similar ideas into GTA 6.

However, those mechanics have been adapted to avoid slowing down the faster pace expected from a Grand Theft Auto game.

Working out, for example, can provide gameplay benefits and physically change Jason or Lucia's body without necessarily becoming as exaggerated as the body transformation system in GTA: San Andreas.

Sleep isn't mandatory, but tiredness has consequences

Players aren't forced to regularly sleep.

However, remaining awake for extended periods has both visible and gameplay consequences.

Jason and Lucia can develop bags beneath their eyes when tired, while health and stamina regeneration becomes slower if they go without sleep for multiple days.

Nelson specifically contrasted the system with some of Red Dead Redemption 2's slower animations, reinforcing Rockstar's intention to retain simulation elements without forcing players through lengthy routines.

Money plays an important role in progression

Money appears to play a particularly important role throughout GTA 6's story.

Rather than simply becoming extremely wealthy through story missions and then having little meaningful reason to earn more, Rockstar wants players to constantly weigh up how their money is being used.

Players can spend earnings on themselves or use the money to help Jason and Lucia deal with their wider situation.

Certain stages of progression can require the player to accumulate money before moving forward, encouraging engagement with robberies, vehicle theft and other optional money-making opportunities.

Rockstar is therefore balancing payouts so one activity doesn't make every other source of income irrelevant.

Cash can be lost if you're killed or arrested

There is a distinction between cash physically carried by your character and money deposited into your bank account.

Cash being carried is vulnerable if Jason or Lucia is killed or arrested.

Players are therefore encouraged to regularly deposit their earnings at ATMs.

During Kinda Funny's demonstration, Jason attempted to use an ATM while Lucia happened to be standing in the way. Nelson noticed the problem and asked another developer in the room to make a note so that she could automatically move aside in the future.

The moment also provided an interesting look at the state of development, with Rockstar continuing to identify and log small issues while demonstrating the game.

Missions can continue when things go wrong

GTA 6 appears to be moving away from some of the more rigid mission design associated with previous Rockstar games.

Traditional mission failure conditions still exist, but Rockstar indicated that there are fewer situations where making an unexpected mistake simply results in an immediate "Mission Failed" screen.

Some situations can instead continue or change depending on what went wrong, giving players more room to recover from mistakes.

Fast travel includes buses and RideMe

Public transport provides another way to move around Leonida.

Buses can be used for fast travel, while an Uber-style rideshare service called RideMe is also available.

The game's broader transportation systems are designed to give players multiple ways of crossing the enormous state rather than relying entirely on driving their own vehicle.

Walking speed can be customised

Rockstar is also attempting to give players more control over how Jason and Lucia move around the world.

When discussing complaints about the slower movement found in some previous Rockstar games, Nelson emphasised giving players options.

Kinda Funny reported that the default walking behaviour can be adjusted, allowing players to tailor movement more closely to their preference.

Shops have opening hours

Not every business remains open around the clock.

Some stores close at night, while the types of clothing and cosmetic items available can also depend on where you are in Leonida.

Rockstar wants shops to make geographical sense, meaning players looking for a particular style may need to travel to an area where that type of clothing would realistically be sold.

Rockstar wants more enterable buildings

Rockstar wants as many buildings as reasonably possible to be accessible.

That doesn't mean every structure across Leonida can be entered, but the developers have attempted to maximise the number of interiors players can explore.

Other official previews have similarly described a dramatically larger number of enterable stores, businesses and other locations than previous GTA games.

GTA 6 contains extensive original television content

Rockstar has created a significant amount of watchable media specifically for GTA 6.

Cortez said Rockstar had worked with an external animation studio to produce multiple episodes of at least one animated television programme.

The show was described as resembling an adult animated sitcom, while GTA 6 also contains other fictional media created specifically for its world.

The amount of material being produced suggests GTA 6's television programming will be considerably more extensive than the short shows and heavily repeated content featured in previous games.

GTA 6 single-player won't have microtransactions

One of the clearest answers obtained during Kinda Funny's visit concerned monetisation.

Cortez directly asked Rob Nelson whether players could spend real-world money inside GTA 6's single-player game.

Nelson said no.

It's important to distinguish this from GTA Online, however. Rockstar wasn't discussing GTA 6's future online component during the preview, meaning the statement applies specifically to the single-player game.

Rockstar says no generative AI was used to create GTA 6

Greg Miller also directly asked Nelson whether generative AI had been used during GTA 6's development.

Nelson again answered no.

The statement relates specifically to generative AI and shouldn't be confused with the traditional artificial intelligence systems Rockstar uses to control NPC behaviour, traffic, police and other gameplay systems.

GTA 6 was running at 30 FPS on a base PS5

Kinda Funny's entire demonstration was shown running on a standard PlayStation 5 rather than a PS5 Pro.

The build they saw was running at 30 frames per second.

No 60 FPS performance mode has currently been confirmed, and the existence of additional performance options at launch remains unknown.

The important distinction is that Kinda Funny were describing the development build demonstrated to them rather than Rockstar announcing a final technical specification for every version of GTA 6.

Rockstar is happy with the Xbox versions

When asked about the Xbox Series X|S versions of GTA 6, Rockstar reportedly said it was "happy with how it's looking and running everywhere."

No additional technical information was provided about differences between Xbox Series X, Xbox Series S, PS5 or PS5 Pro.

Rockstar also wasn't ready to discuss specific PS5 Pro enhancements.

The user interface is highly customisable

GTA 6's user interface is reportedly highly customisable, allowing players to reduce how much information appears on screen.

This ties into Rockstar's wider goal of encouraging players to pay attention to the environment rather than constantly following icons and the mini-map.

Death works differently

Players apparently won't regain control by walking out of a hospital following death as they did in some previous GTA games.

Instead, Jason or Lucia can respawn elsewhere nearby, allowing the player to return to the action more quickly.

Rockstar is still actively polishing GTA 6

Rockstar continues to actively polish GTA 6 as development progresses towards release.

During Kinda Funny's demonstration, developers reportedly took notes whenever something behaved incorrectly.

Alongside Lucia blocking an ATM, Cortez recalled seeing a pair of glasses briefly clip through an NPC's head after the character fell. Nelson immediately drew attention to the problem so it could be logged.

These moments provide an interesting look at Rockstar's ongoing refinement of extremely small details rather than suggesting the demonstration had been built exclusively as an untouchable scripted sequence.

Rockstar approached Netflix

Another interesting detail concerns the distribution of Grand Theft Auto VI: An Extended Look.

According to Kinda Funny's account of the visit, Rockstar approached Netflix about premiering the presentation on the service.

The intention was reportedly to put GTA 6 in front of an audience beyond traditional gaming platforms while encouraging people to experience the presentation on a television or larger display.

The Extended Look subsequently appeared on Rockstar's own YouTube channel and GTA 6 website several hours after its Netflix premiere.

Kinda Funny's GTA 6 preview

Kinda Funny's visit provides another important look at just how much Rockstar is building beneath GTA 6's headline features.

Many of the most interesting observations aren't huge individual mechanics, but smaller systems interacting with one another: a rival criminal unexpectedly interrupting your robbery, police responding to evidence you leave behind, cars functioning as weapon storage, cash remaining vulnerable until deposited and missions becoming less rigid when the player's plans go wrong.

With Miller and Cortez spending around two-and-a-half hours watching Nelson demonstrate the game while responding to their questions and requests, their preview revealed a considerable number of details that weren't shown during the official Extended Look.

Sources

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