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GTA VI: Rockstar points to a "live" world with player choices

By GTA6 Hub editorial team
GTA VI: Rockstar points to a "live" world with player choices

Grand Theft Auto VI will not limit itself to offering a wider map, but will create an environment that actively reacts to the player's actions, also transforming simple deviations into complex plots. Rob Nelson, responsible for Rockstar North's development and co-responsible, said this in an interview with IGN after playing the demo developed by development teams. At the heart of experience there will be the dynamics between Jason Duval and Lucia Caminos. The romantic component will not be set: the two protasonists will remain partners in the crime, but the player can choose whether to deepen their relationship by devoting time to them even outside the main missions. A robbery, an exploration of Ocean Beach or a simple response to a message will help maintain the bond, with narrative consequences that Rockstar still partially concealed. Even when the protagonists are not directly controlled, they will keep their own routine. It will be possible to call them, write them and meet them, while during the exploration they can intervene in the clashes or help in the escape. The cooperation between Jason and Lucia will be managed by the game systems, creating the illusion of spontaneous scenes that in the past would appear rigidly scripted. A significant change concerns the police. A crime must be reported before law enforcement forces react. Agents will work with the available information: they will know the appearance of suspects, worn clothes, the vehicle used or the search for a couple. Changing clothes or cars, separating from Lucia and leaving the area quickly will become concrete tactics to evade the forces of order. The empty stars of the suspect level will indicate that the police know they have witnessed a crime, but have not yet identified the responsible. The newly abandoned areas can also remain guarded, making it risky to return to the place. Rockstar seems to reward quick blows and clean escapes, but without limiting the chance to unleash the typical chaos of the series. A separate criminal profile will define player behavior, affecting world reactions and some narrative developments. In the fights it will be possible to threaten a character, to force him to retreat, put him out of combat or kill him, with a larger escalation scale than the past. Even stealing a car will have more depth. Some vehicles parked will require unlocked tools continuing in history (such as a specific grimaldello or key cloner), while theft at the expense of a driver will remain possible from the beginning.

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