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GTA VI: The Realism of Rob Nelson Stunza i Fan?

By GTA6 Hub editorial team
GTA VI: The Realism of Rob Nelson Stunza i Fan?

The debate on the realism level of Grand Theft Auto 6 is inflamed. The question that torments thousands of players is whether the qualitative leap towards a deep immersion does not risk turning the game into a daily simulation, compromising the experience of leisure. Threeteen years after the last chapter of the saga, Rockstar Games is challenging expectations with an unprecedented approach. At the center of the contest the words of Rob Nelson, co-responsible for development, interviewed by TGG and then resumed by content creator Tomshw.it: it will radically change the behavior of the NPCs (No Controlled Players) in front of the weapons. Forget the almost comic freedom seen in Grand Theft Auto 5, where you could extract a pump rifle from nothing without anyone reacting: in the new Vice City, each action will have visible consequences on the surrounding environment. "The reactions of the NPCs are much thinner than the past," Nelson explained. "If you carry a long weapon on your back, there is generally no problem. But if you hold it in your hand, people move away, react with nervousness. The number of weapons you carry with you and the way you handle them really make a difference." Even the forces of the order will adapt a progressive logic: first a warning, then an escalation if the player takes a shooting posture with both hands on the weapon. This approach more appeals to the contemplative atmospheres of Red Dead Redemption 2 than the unleashed chaos typical of the GTA saga. Nelson admitted that, with the present technical power, certain freedoms granted in the past would no longer make sense: "In GTA 5 you could have pulled out a rifle in front of anyone without reactions. This is no longer working here, because the level of behavioral sophistication required by our virtual population is now another." The community broke up. On Reddit and on social media some joked speculating that soon the game will force even to fill out the tax return, while others enthusiastically welcomed the direction taken by Rockstar. "I'm here for the most total immersion possible," wrote a user, "RDR2 remains the best game I've ever tried and I love that GTA 6 is following its tracks." There are also those who have found a pragmatic compromise: "When I shoot a gun out, I'm probably going to do something worse than just show it, so that's okay for me." Rockstar confirmed the introduction of a fuel management system, typical of other open-world sandboxes but completely unpublished for the GTA series. VERDETTO: CRITICO Il tentativo di Rockstar di imitare Red Dead Redemption 2, focalizzato su un realismo comportamentale spinto all’estremo, è pericolosamente vicino a soffocare l'essenza stessa della serie GTA. La trasformazione degli NPC in creature nervose e reattive, sebbene tecnicamente ambiziosa, rischia di rendere il gameplay frustrante e artificiale, privando il giocatore della libertà caratteristica del franchise. Il fatto che Nelson stesso ammetta che un comportamento simile non avrebbe avuto senso in GTA 5 sottolinea la natura discutibile di questa direzione. La community è divisa per una buona ragione: la premessa sembra più un simulatore sociale complesso che un’esperienza di gioco divertente e spensierata, e questo solleva legittimi dubbi sulla direzione che Rockstar sta prendendo con GTA VI.

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