IGN has published a full interview with Rockstar's Rob Nelson, revealing some pretty exciting new information about GTA 6, while giving more information on stuff we already knew.
Here are all the highlights:
- Story missions are being made less restrictive when possible. Some missions have multiple escape routes, while police chases and robberies can transition into the same systemic gameplay used in free roam.
- The safehouses in GTA 6 are now much closer to RDR2's camps, Jason/Lucia will have their own daily schedule while at home and interact like real people
- Rockstar still wants tightly directed cinematic sequences where necessary, so missions won't become completely sandbox-style.
- One of Rockstar's major goals is to blur the line between scripted missions and free-roam gameplay.
- Rockstar says emergent free-roam sequences can now look and feel almost like scripted missions, especially when Jason and Lucia work together during robberies and escapes.
- Jason can cut his hair/beard shorter at home as well, just like Arthur could at camp. He can only make it shorter at home, if you want to change the hairstyle OR make it longer, you will have to go to a barber. I think this heavily implies that beard/hair growth is 100% returning from RDR2 but its not restricted as the hair stylist and you can make it magically longer like in older GTA games if you want to.
- GTA VI is designed around living in the world, not just completing missions. Rockstar says players should be able to simply wander around as Jason or Lucia, interact with people, discover activities, make money, and experience emergent events.
- Rob describes GTA 6's map as its largest, deepest, most densely populated and complex world
- You can freely switch between Jason and Lucia during much of free roam, including when they are hanging out at their safehouse. Although story moments can temporarily restrict switching. The character you're not controlling continues living their own routine rather than simply waiting
- You can text and call the other protagonist. Ignoring messages can even have a small negative effect on the relationship
- When together, Jason and Lucia actively protect each other. If one gets into a confrontation, the other can intervene. During escapes, your partner can also drive while you shoot at pursuing enemies or police.
- The RDR2 NPC interaction system returns in a much more advanced form. You can talk to people, listen to conversations and interact naturally. Rockstar created additional writing/directing resources specifically to generate the huge quantity of ambient dialogue. It seems like Greet/Antagonize is a lot more in-depth now.
- Combat encounters have more levels of escalation. You can threaten someone into backing down, knock them out, incapacitate them without killing them, or kill them. Rockstar wants players to have more control over how violent situations become
- Rockstar explicitly describes the new design of the Wanted system as encouraging a "hit-and-run" criminal playstyle which means you commit the crime, escape quickly and avoid unnecessarily escalating the situation.
- Different salons have exclusive hairstyles, giving players another reason to explore different parts of the map.
Clothing stores also have location-specific items, rather than every store necessarily having exactly the same inventory.
- Jason and Lucia can go to the gym together, allowing you to level up both characters' physical stats at the same time
- Personal vehicles can be called over similarly to GTA Online, purchased weapons are stored in the trunk alongside spare outfits (similar to RDR2)
- Animal studying returns from RDR2. We saw this in the extended look briefly but yes, Wildlife can be studied as a collection mechanic and to learn additional information without needing to hunt animals. If I had to guess, the compendium is probably back too
- Focus mode works similarly to RDR2's Eagle Eye and can highlight useful things in the environment, including police.
- Snapmatic/social media returns. Jason and Lucia can follow accounts and browse social media, but apparently cannot post because they're fugitives.
- Roads are narrower and built at a more realistic scale, while traffic density is higher. Rockstar says this makes driving more difficult and skill-dependent. We did notice this in the gameplay looks we've had so far, really glad to have it confirmed fully
- Many discoveries will not be marked with map icons or objectives. Players are expected to find events naturally by exploring.
- The game can spontaneously redirect you toward activities. In the demo, Jason noticed a nearby police impound lot and suggested stealing a car there even though the player had been heading somewhere else.
- Rockstar specifically wants players to slow down and explore instead of racing from mission to mission.
- Despite the more realistic systems and relationship mechanics, Rockstar stresses that players can still create the classic chaotic GTA experience and get into huge shootouts and police chases whenever they want.
I really enjoyed this interview a ton and I highly recommend you guys read it too, they were playing the game while speaking to Rob Nelson so it helps paint a lot more of an accurate picture of how the game works rather than the more smaller articles we've had so far.
GTA 6 sounds absolutely amazing and a real evolution of all the best ideas from Red Dead 2 and previous GTA games. Can't believe we'll be playing this next month!