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New York Times Reveals New GTA 6 Details: 600,000 Animations, Huge Map, 80-Hour Playthrough & More

Published by Psy

New York Times Reveals New GTA 6 Details: 600,000 Animations, Huge Map, 80-Hour Playthrough & More

The New York Times visited Rockstar North in Edinburgh and learned new GTA 6 details including the overall size of Leonida, more than 600,000 animations, how NPCs were created, new activities, pets, robberies and Rockstar's efforts to create its most immersive open world yet.

Journalist Christopher Byrd visited Rockstar North ahead of the release of Grand Theft Auto VI: An Extended Look, where he watched the extended presentation before Head of Development Rob Nelson demonstrated the game live.

The preview includes several details previously revealed elsewhere, alongside some notable new information about GTA 6's enormous world and the technology behind it.

GTA 6's Overall Map Is Three Times the Playable Area of Red Dead Redemption 2

Rockstar reiterated that Vice City itself is approximately twice the size of Los Santos from GTA V, but The New York Times also provided a new comparison for the entire GTA 6 map.

According to Rockstar, GTA 6's overall map is approximately three times the size of the playable area in Red Dead Redemption 2.

This provides one of the clearest official indications yet of the overall scale of Leonida rather than simply comparing Vice City with Los Santos.

GTA 6 Has More Than 600,000 Animations

Rockstar revealed that GTA 6 contains well over 600,000 animations.

For comparison, Rockstar says GTA V contained around 55,000 animations, while Red Dead Redemption 2 increased that number to approximately 300,000.

Every NPC Has Been Individually Art-Directed

Rather than relying entirely on procedural systems to automatically combine different bodies, clothing and other characteristics, Rockstar says GTA 6's NPCs were individually art-directed.

Aaron Garbut explained that Rockstar created each character deliberately, while a new team of writers, directors and producers based in Los Angeles was established specifically to make the game's NPCs feel more believable.

Rockstar's attention to detail also extends to interiors. Individual rooms have been designed around the people who occupy them, including details such as what they are drinking, marks left on tables, photographs on walls and other personal touches.

Vehicles Remain Consistent Across Huge Distances

Rockstar says GTA 6 avoids visual shortcuts even when viewing the world across enormous distances.

Garbut explained that a vehicle visible from the top of a skyscraper will remain the same physical vehicle if the player parachutes down towards it, rather than being replaced with a different object as the player approaches.

It's another example of Rockstar attempting to make Leonida function as one continuous and persistent world.

You Can Buy Dog Treats From Convenience Stores

During the demonstration, Jason stopped to pet a pedestrian's dog.

Nelson revealed that players can also purchase pet snacks from convenience stores and give them to dogs encountered around the world.

You Can Eat Apples and Make Smoothies at Home

While exploring Jason's safehouse, Nelson demonstrated some of the smaller interactions available to players.

Jason was able to eat an apple, open the refrigerator and drink a smoothie, with certain food and drinks providing temporary boosts to his health and other attributes.

This expands on previously revealed food, fitness and lifestyle systems designed to allow players to roleplay the everyday lives of Jason and Lucia.

Tennis Isn't Returning as a Full Minigame

Despite tennis being playable as a full activity in GTA V, it appears the sport will work differently in GTA 6.

When the demonstration passed a tennis court, Nelson was asked whether GTA 6 would contain a tennis minigame. He explained that players can instead pick up a racket and hit a ball, rather than participating in a traditional structured tennis match.

Rockstar explained that although the developers would like to make almost every imaginable interaction possible, features still have to be selected based on what works for the characters, story and development resources.

Gym Equipment Requires Technique and Progression

The New York Times also provides additional information about GTA 6's previously revealed gym system.

During a squat exercise, players use the controller triggers to control the upward and downward movement. Performing the exercise with poor timing makes it more difficult to complete the repetition and drains additional stamina.

Heavier weights are unlocked through continued training and improved technique, while successful workouts have a direct effect on the character.

Rob Nelson Completed an 80-Hour GTA 6 Playthrough

Nelson revealed that he completed an approximately 80-hour playthrough of GTA 6 in February.

Importantly, this should not necessarily be treated as confirmation that GTA 6's main story lasts 80 hours. Nelson's playthrough included the main story alongside optional objectives, some of which had consequences for the narrative.

It nevertheless provides an interesting indication of how much time Rockstar's developers are already spending completing substantial playthroughs of the game.

You Can Pick Up and Wear an NPC's Sunglasses

During the live demonstration, Lucia became involved in an argument and fight with several women.

After knocking the sunglasses from one woman's face, Lucia was able to pick them up and immediately put them on before walking away.

The interaction demonstrates how smaller objects belonging to NPCs can become part of spontaneous encounters rather than simply acting as decorative props.

NPCs Can Report Stolen Vehicles

Jason and Lucia later escaped a convenience store robbery by stealing a motorcycle from a nearby NPC.

The victim subsequently reported the theft, connecting GTA 6's vehicle theft mechanics with the game's expanded witness and police systems.

Older vehicles can be entered by smashing windows, using tools to open their locks or hot-wiring them, while more modern vehicles may require a key-cloning device.

There Are More Legitimate Ways to Earn Money

Rockstar has previously confirmed that Jason and Lucia will need to earn money outside of GTA 6's main missions, but The New York Times provides several examples.

Alongside robberies and other criminal activity, players can earn money through activities including monster truck racing and scuba diving for treasure.

Pool and numerous other activities can also be found throughout Leonida.

A Bank Robbery Can Leave You With Marked Money

During another part of the demonstration, Jason and Lucia robbed a bank.

After a security guard triggered the alarm, the pair escaped with marked banknotes which could not simply be treated as normal cash. Instead, the money needed to be taken to a fence.

This suggests GTA 6 can distinguish between different types of stolen valuables and money, adding another stage to certain robberies before players can safely use their earnings.

Police Behaviour Responds to How You Commit Crimes

Rockstar once again demonstrated GTA 6's Criminal Profile and expanded police systems.

Players who commit robberies efficiently, remove security footage and avoid unnecessary violence have a better chance of remaining ahead of law enforcement.

Players who instead approach every situation with extreme violence can expect police to respond more aggressively.

Rockstar stresses that neither approach is considered the correct way to play; Leonida simply reacts differently depending on the behaviour of Jason and Lucia.

Some Missions Support Multiple Approaches

Nelson revealed that certain GTA 6 missions allow players considerably more freedom in deciding how to approach them.

This flexibility creates additional unpredictability for Rockstar itself, with Nelson noting that missions supporting numerous possible approaches are substantially more difficult for the development team to test.

The aim is to increasingly blur the distinction between scripted missions and the freedom normally associated with exploring the open world.

Rockstar Wants Missions and Free Roam to Feel Seamless

Head of Development Phil Hooker explained that Rockstar wants the experience to remain consistent regardless of whether the player is currently completing a mission or simply exploring Leonida.

The intention is for the underlying structure of the game to become less obvious, allowing events to transition naturally between story missions and unscripted gameplay.

This philosophy builds upon work Rockstar has been pursuing for years to remove obvious transitions between gameplay and cinematics.

Rockstar Conducted Extensive Real-World Research

Rockstar employees carried out extensive research across Florida and other relevant locations while creating GTA 6.

The development team visited racetracks and nightclubs, accompanied police officers on ride-alongs and met with gun range owners.

Rockstar also interviewed people respected within different communities and neighbourhoods, with some of those people eventually being hired by the company.

Senior Vice President of Narrative Rupert Humphries described GTA 6's depiction of Miami and South Florida as both a critique and a love letter to the region.

Recent Political Events Won't Be Directly Referenced

Despite GTA 6 being developed throughout a decade containing major political and cultural events, Rockstar has deliberately avoided directly referencing some of them.

Humphries confirmed that events including the coronavirus pandemic and Donald Trump's rise to political prominence will not be directly addressed.

Rockstar instead wants its satire to remain relevant over time rather than filling the game with references that could quickly make it feel dated.

Snapmatic Is GTA 6's Social Media Feed

Rockstar confirmed that players will learn more about Leonida and its residents through an in-game social media feed known as Snapmatic.

Influencers, celebrities and people connected to Jason and Lucia can share photographs and videos through the service, providing another way for players to discover events and information around the world.

GTA 6's Story Explores Whether Jason and Lucia's Love Can Survive

Rockstar says the relationship between Jason and Lucia is much more than a series of scripted romantic missions.

The developers wanted their relationship to function dynamically across everyday activities, allowing the pair to move naturally from shopping or eating together into robberies, escapes and other unpredictable situations.

Nelson described the wider story as dealing with themes including hope, sacrifice and selfishness, while ultimately asking whether Jason and Lucia's relationship can survive everything happening around them.

Rockstar Is Still Making Tiny Adjustments to NPC Behaviour

Even during the demonstration for The New York Times, Nelson occasionally identified small details he wanted the development team to adjust.

One example involved an NPC reacting too slowly to something happening in the world.

Similar observations were made during other media demonstrations, indicating that Rockstar is currently polishing extremely small behavioural and environmental details as GTA 6 approaches release.

Rockstar Says GTA 6 Is a "Moonshot"

Ultimately, Rockstar's goal is to make all of these individual systems work together dynamically rather than feeling like separate features.

A typical session might see Jason and Lucia go shopping, get something to eat, rob a store and flee together on a motorcycle, with their relationship, the world's NPCs, police and surrounding systems responding throughout.

Nelson described bringing all of those interconnected systems together as one of the greatest challenges facing the development team, but something Rockstar considered essential for GTA 6's story and world to work as intended.

You can view the full article at the New York Times.

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