Why would they do that, have you seen the numbers their tweets made ? Everyone was already looking for the trailer tomorrow I don't think it's beneficial
The word "leak" has had its definition diluted into meaningless.
Many years ago, a "leak" was typically someone on the inside publishing something that wasn't supposed to go out. A leaker that got caught would likely face termination, and potentially a civil lawsuit for NDA violation. Back then, a leak meant something.
But over time, simple announcements started to be called "leaks".
It would not surprise me if there are "leaks" that seem to fit the original definition, but are actually leaked on purpose to build hype. Hard to say though, since there are frequently a lot of fake leaks.
Those people were always going to watch. But now you get a load of curious onlookers who showed up because of the "leak" story. It raises the profile for those not aware of the game.
Because releasing the trailer this far ahead of a 2025 release date (that may very well slip) would seem a bit ridiculous, so it gets "leaked" instead.
GTA: Vice City was one of my favorite games. It was glitchy in an endearing way. While I'm no longer much of a gamer, I'm happy to see that Vice City is one of the game locations.
It looks pretty good ngl, not that big of an improvement over gta 5. I hope that they continue fivem community modding stuff and don't lock it down like many modern games do. 2025 release date is sad considering Gta 5 came out in 2013
I don’t know. Sure 12 years between sequels is long but I’ll take that over an annualized franchise any day. But boy, I thought I was old when GTA 5 launched…
> I hope that they continue fivem community modding stuff and don't lock it down like many modern games do.
Part of me is hopeful their recent acquisition of FiveM means they will have the FiveM be part of GTA VI for PC before the launch. Ideally they'd be able to port over all their native functions to the GTA VI engine. That way we could have an active RP community on GTA VI nearly from the start.
Another part of me is fearful of them shutting down FiveM with the launch of GTA VI. I'm sure they don't like the idea of people obtaining in-game money without purchasing any Shark cards. They could bring it as some sort of "We worked hard with the FiveM team to make FiveM part of GTA VI from launch, with GTA VI having all features to support a roleplaying community", and then shutting down the mod and disabling all external scripting.
Any info on the platforms that the game will be released on? Would be great if Apple can make them support macOS natively. GTA V is playable using GPTK on M1 Macbook Air, technical issues shouldn't be that big.
Apple is trying to change that, they are now working with studios and brought some AAA games to the Mac and even iPhone. They also released Game Porting Tool Kit, which essentially allows you to run high end Windows games.
Right, I've seen that. It does look somewhat promising, but Apple has briefly acted like they were pro-games before, and the situation with Macs still seems pretty dire. I'm not a game dev, but from what I've heard, developing for Macs is typically harder, and Apple doesn't seem to give a shit.
I'd love to see official Apple support for, say, external GPU's to try and compensate for the lack of customizability on low-end and mid-range Macs. That'd be something that would feel like a real olive branch, since that's one of the weaknesses for Macs, how expensive it is to get built-in powerful GPU's.
I like how you chose your words. "If Apple could make them".. not entice.. make reasonable reductions of barriers.. enter the market segment for gamers.. but, no. Apple will make them. Think differently bro.
Well, English is not my first language or even second, so sometimes I can miss nuances and intricacies in picking the words. I did not mean that Apple will force them but make a deal with them like they did with the studios that released AAA games on Mac and iPhone.
Apple may come up with an offer that Rockstar can't refuse.
Sarcasm revoked. Thanks for clarifying, I'm sure there's a bag of money or two in Tim Apples office somewhere that can buy some commitment from Rockstar!
I have zero doubts this is going to surpass 50M views within 24h. Going for the record would be a stretch, but it'd still rank 14th in the list of videos with most views in the first 24 hours.
My circle of buddies have been calling this "Floridaman: The Game" for some small time. It's probably worth noting we all hail originally from that sunny peninsula.
Almost certainly in-engine. At this point there's not much reason to do offline renders without using your engine if you're a studio like Rockstar - you already have tools for building cinematics and your game engine can scale quality and level of detail, etc. The same people who do your in-game cinematics can (if you choose to go that way) apply their talents to your trailers.
GTA5 has built in recording and editing functionality too, so things like adjusting camera angles after you've recorded a sequence are trivial. I have no doubt all the same tooling is available to the GTA6 dev team, even if the game won't ship with it accessible to players.
Of course once you've got footage out of engine, it's probably spliced together with transitions and voiceover in Adobe Premiere or Davinci Resolve, but that's pretty normal.
Aside from whether the term "GTA V engine" is meaningful when that game came out 10 years ago and has had plenty of ports and engine upgrades since...
The lighting model and materials are meaningfully different in multiple ways. This footage is in a separate class from GTA 5. Look at https://youtu.be/QdBZY2fkU-0?t=21 for example, just off the top of my head glancing at it:
* The beach sand is highly detailed both from a texturing perspective (you can see tracks and footprints everywhere) and from a geometric perspective. This kind of terrain detail isn't a thing in GTA5, they use much coarser terrain so there's probably new tech being applied there. The way shadows interact with this terrain is much more realistic than GTA5-era tech, you can see the shifts in elevation deform the character shadows.
* The material and lighting model for skin/hair is vastly improved over 5. If you look at the three women in the left foreground you can see each of them have meaningfully different hair texture and skin appearance, with subsurface scattering evident for the skin along with a good combination of both realistic specular and diffuse light. If you pull up a screenshot of Franklin from GTA 5, his hair and skin rendering is simply on a different level from this, and he's a main character so he got plenty of art attention.
* The level of detail here exceeds that of comparable scenes in GTA5. Higher numbers of characters animating and interacting with the environment, and lots of environment detail. Of course regular day-to-day gameplay won't necessarily be like this - there are good design reasons why it shouldn't be, and this is a cinematic - but this is stuff that engine didn't really do. Crowds of this nature are historically a real technical achievement and you really only see them in games like Hitman or GTA as a result of a lot of engineering and tech art work.
* The water is far more detailed than anything GTA5's water model is capable of, both in terms of rendering fidelity (especially reflections) and geometric detail. The people standing in the water both cast shadows on the water and have reflections in the water. (These look like they're probably screen-space reflections... IIRC GTA5 primarily relies on skybox reflections, which wouldn't achieve this. They might be combining both, or pairing one of the two with ray-tracing.)
* The draw distance is extreme. You can see a lot of fine detail in the far distance, and it wouldn't be legible like that in GTA5 even with the settings cranked up.
* The atmospheric/lens stuff at work here is good too. You have a haze on the far detail combined with a very good looking depth of field blur and motion blur for fast moving objects like the helicopter. Some of the lower hanging clouds look like they're actually passing in front of the buildings.
* Some sort of high fidelity global illumination model, or a good approximation of it, appears to be at work here. You can see it on the underside of the umbrellas and their poles, where the umbrella itself is gently occluding ambient/sun light from the underside and the pole, without casting 'hard' shadows like the characters do. I don't see the kind of artifacts normally associated with traditional screen-space ambient occlusion (SSAO) techniques in this footage, and GTA 5 relied heavily on SSAO with a fairly ugly implementation. If they're still using SSAO it's vastly improved here.
Neither to me as well. From purely visual perspective, it doesn't look any better than games that have been already out for years now. Animations and number of entities on screen look good, though character models look surprisingly dated. I still wouldn't compare it to GTA V, but wouldn't call this impressive for a 2023 game, yet alone 2025.
Of course this is just a minute and a half long trailer, and footage is likely from the Playstation 5 version, finished game on PC may look much better than this.
When I worked in games, we'd render everything in engine. But we also rendered it at about 1/8 FPS and rendered it at 4k on a PS3. We'd step the engine one frame and render many tiles to get up to 4k, then step forward. We did this on recorded engine sequencing so we could do it over and over and change effects / times of day, etc between.
All this to say that just because it's "in engine" doesn't mean it's not cheating. This was also on PS3 dev kits which had double the ram and iirc a bit more horsepower.
Also almost all of this is cut scenes. Animation on those look good, facial mocap has come a long way. But that doesn't necessarily translate into good in engine animations during gameplay. Usually you turn off a lot of features of the engine for cut scenes. For instance we had a lot of issues with clothes shooting around in cutscenes because in between frames (cuts) we'd be moving the character from either <0,0,0> or just the other side of a door to where they were in this fame. This caused motion calculations to go off and cloth and other body parts wouldn't settle for a few frames.
To me it looks like they're about where they should be running on a top end PC in EoY 2023. What's always gotten me about GTA games is their driving is fun, the shooter parts no so much, especially indoors. I hope they cleaned that way up and the game will be a lot better. RDR2 was better at this than GTAV by a lot. I hope they make a similar leap. RDR2 was also visually stunning in many areas. Looks like they kept a lot of the lighting effects or expanded on them. The pink haze reminds me of the totally not memphis area in RDR2.
Rumour has it that the NPCs will engage in realistic dialogues with the player that are generated by an LLM. By the time this game releases, running a reasonable LLM locally would not be out of the question. That alone would greatly increase the realism of the game.
The modern NVIDIA cards have dedicated silicon for deep learning workloads, used for features like DLSS or RTX Voice. So you could theoretically tap into that for such a feature without meaningfully lowering the game's framerate.
AFAIK Apple also includes similar accelerator hardware in their modern chips.
For people who have integrated AMD or Intel GPUs attached to their main CPU, it's also possible to tap into that thing for compute workloads even if your game isn't running onto it.
You're thinking about it on a PC. Rockstar isn't known for releasing for PC first, or well even stably for PC in the first year. So unless the PS5 and XBoX have this setup, which they don't really, I don't think they'll lean into this.
> The modern NVIDIA cards have dedicated silicon for deep learning workloads, used for features like DLSS or RTX Voice. So you could theoretically tap into that for such a feature without meaningfully lowering the game's framerate.
But...what if you're already using that for DLSS? Can you do that at the same time?
Wouldn't be better from business perspective to sell subscription for the game that will enable realistic AI behaviour by offloading LLM functions to the cloud? It will provide technical excuse for subscription, since it's not realistic to expect that players will have high-end systems that can run LLMs when also running that open world game with stunning graphics.
GTA 5 sold 190 million copies and ChatGPT has 180 million users, I think Rockstar would run into problems procuring the number of cloud GPUs that could actually handle something like that.
First seeing how much it costs OpenAI to run their infrastructure, that rockstar will have a one time payment for the game and not a subscription from the players, and that you will have maybe 50-100 query per hour per player, it would not be feasible economically.
Second even if it was, that mean that the whole game depends on an internet connection and a backend that will need to be here forever. 10 years later they cut the backend you can’t play the game anymore.
I don’t know, they’d really have to bank on it being viable to run an LLM and speech generator at the same time without it impacting the game’s performance. You’d have those two components, plus rendering the game itself all running on the GPU simultaneously. They might be trying it but I feel like it’s going to be up in the air whether it’s working by release.
I doubt they will enable mic or other free-form speech input from the player, so the LLM will only have to handle player's gestures and state of the outside world. I think smaller, light LLMs fine-tuned on their data would do good locally without having to hog the whole GPU.
This would be a bit disappointing to me. They spent a lot of time authoring interesting and crazy utterances that were often absurd and funny in their previous games.
You still need author utterances to create an AI personality, but an LLM isn't restricted solely to reproducing them verbatim.
(Don't think LLM charaxters are ready for realtime use on that kind of game soon enough for the game being discussed, but I don't think it would have to compete with creative character line writing as much as being a force multiplier for it when it is ready.)
You're also ignoring that dialog has to be spoken, and while AI can do somewhat decent text to speech for things like audiobooks, it can't do anything like the kind of vocal "character personalities" in GTA. Voice actors aren't being replaced yet.
For GTA VII? Sure, almost definitely. But VI? We're not there yet.
They've likely spent the last 4 years recording voice artists for everything. I doubt they're going to embed a local LLM into the game in the last year that has unpredictable results and replace all of that. On top of actually having the overhead needed to process it on current gen consoles.
I can see it happening in a future game in some way maybe.
One of the reasons Duke Nukem was so popular was the shock value. When the sequel took 15 years to come out, it was just cringey. It had the same vibe as your creepy uncle telling the same sexist jokes at Thanksgiving.
> When the sequel took 15 years to come out, it was just cringey
Nothing makes me feel more ancient than when I watch/play something from the 2000's that I found funny and edgy at the time, and now it... just doesn't hit. I want to still enjoy it, but I also find myself kind of rolling my eyes.
On the other hand, when you revisit something you enjoyed back then and it still holds up in spite of the limitations of the time, you feel a new respect for it. But not many things hold their luster after so many years.
This is going to be a big step forward for women in videogames - namely, women playing them.
The story seems to be hinting at a love story between the two characters, and seems to heavily imply that co-op gaming will be a big part of the experience.
Imagine, the man who is obsessed with videogames and especially GTA, will be able to play through the whole game together with his girl. They will be, literally, partners in crime. It could inspire a brand new generation of female gamers, who never had the patience to sit through the ingenious yet childish caricature of America that the previous games ushered in.
"Please correct me if I am wrong" means I may have totally misinterpreted what you said, so there is no need to ask me to consider this, but its cool if english is not your first language. All the best thanks, don't worry about the dead-end, have a good evening.
It's not inherently sexist to point out differences between sexes, especially in context that isn't discriminatory. There are also practical differences due to environment and culture, not biology.
In case of games, usually the problem is that the stories are written from a perspective of a male fantasy, where role of women is reduced to just being a pretty accessory. "Dead hooker" jokes aren't equally funny to everyone.
Whether this game will be more appealing to women remains to be seen. It's not merely about having a female-looking avatar, but about having an intereresting character that women would want to see themselves as, and not feel objectified (which games sometimes fail with things like bikini armor, or on the other end overdoing the trope of a "strong female character" to the point of being a boring cliche).
I wouldn't expect for coop gaming to be part of the experience. V had 3 protagonists but the story was all entirely single player and I doubt R* will be moving on from their tradition of single player RPGs.
As a gay man I still play games that don't have gay characters in them (even though I wish there were more). I don't believe women differ from myself at all and I don't think the character's background matters as long as the general platform is diverse. I'm sure women will play games with female main characters, male main character etc in the same way that I'll play games with straight main characters and gay main characters alike.
Seems kind of sexist to imply otherwise, and your proposed scenario is so heteronormative: the woman too impatient to play other GTAs is only playing this one because it because it has a female character and she's a woman so that's who she should play, and it's appealing to her because the story revolves around the relationship between a man and a woman and that's what women like. Na, don't think so.
Which frankly does not describe the history of what GTA offers. All male characters, all gangster/mob/drug dealer archetypes.
Do your seriously not believe a change in tone, story and character wouldn’t bring in new fans? Who found the old tone childish and immature - hard to relate with? Give me a break.
It's great to finally have a GTA game take place in a place I have intimate knowledge since I only moved here recently. A few things that I am hoping for:
-There better be a LOT of strip clubs, it's pretty bonkers that even where I live which is 30+ minutes away from Miami proper there are at least 5+ clubs in any direction
-I like that they captured the rednecky vibe and nonstop college party vibe from central / northern Florida
-I hope they explore the different Latin american communities outside of haitians and cubans. Venezuelans, Colombians, Argentinians, and Puerto Ricans are very numerous here and all are very distinct in terms of culture and social status
-Also hope they don't shy away from showing Jewish and Russian communities since they are very prominent in Aventura / West Palm Beach
-Biggest worry is that Florida is the flattest state and coming from GTA 5 and RDR 2 the mountains were my favorite areas, I saw some potential leaked maps that hinted at going to nearby islands and or a different country so maybe that will offer hiking / off road opportunities
-Also i'm pretty sure they are going to have a Disney / Universal Theme park and I genuinely hope they make it very lively with lots of roller coasters and more lively than the one in GTA 5
Overall very excited but it's a shame that PC isn't going to be a launch platform so I'm probably going to have to wait until 2026 or beyond.[1]
114 comments
[ 3.5 ms ] story [ 131 ms ] thread[0]: https://twitter.com/RockstarGames/status/1731813331244085531
Many years ago, a "leak" was typically someone on the inside publishing something that wasn't supposed to go out. A leaker that got caught would likely face termination, and potentially a civil lawsuit for NDA violation. Back then, a leak meant something.
But over time, simple announcements started to be called "leaks".
It would not surprise me if there are "leaks" that seem to fit the original definition, but are actually leaked on purpose to build hype. Hard to say though, since there are frequently a lot of fake leaks.
https://www.ign.com/articles/grand-theft-auto-6-leaks-may-ha...
The possibilities for the space coast and Tesla satire are endless as well.
Part of me is hopeful their recent acquisition of FiveM means they will have the FiveM be part of GTA VI for PC before the launch. Ideally they'd be able to port over all their native functions to the GTA VI engine. That way we could have an active RP community on GTA VI nearly from the start.
Another part of me is fearful of them shutting down FiveM with the launch of GTA VI. I'm sure they don't like the idea of people obtaining in-game money without purchasing any Shark cards. They could bring it as some sort of "We worked hard with the FiveM team to make FiveM part of GTA VI from launch, with GTA VI having all features to support a roleplaying community", and then shutting down the mod and disabling all external scripting.
I'd love to see official Apple support for, say, external GPU's to try and compensate for the lack of customizability on low-end and mid-range Macs. That'd be something that would feel like a real olive branch, since that's one of the weaknesses for Macs, how expensive it is to get built-in powerful GPU's.
Apple may come up with an offer that Rockstar can't refuse.
GTA V was for consoles 10 years and 2 generations ago. It's not surprising it can run on an M1.
GTA VI is not going to be able to run on any MacBook Air.
So it's easily going to make the top 10 of all time for views in first 24h, and will be the only non-music video to do so (in the current list):
https://www.alphr.com/most-viewed-youtube-video-in-24-hours/
(#10 is 61.4M. #1 is 108M.)
That puts it at the new #3 rank of all time.
Wow.
GTA5 has built in recording and editing functionality too, so things like adjusting camera angles after you've recorded a sequence are trivial. I have no doubt all the same tooling is available to the GTA6 dev team, even if the game won't ship with it accessible to players.
Of course once you've got footage out of engine, it's probably spliced together with transitions and voiceover in Adobe Premiere or Davinci Resolve, but that's pretty normal.
The lighting model and materials are meaningfully different in multiple ways. This footage is in a separate class from GTA 5. Look at https://youtu.be/QdBZY2fkU-0?t=21 for example, just off the top of my head glancing at it:
* The beach sand is highly detailed both from a texturing perspective (you can see tracks and footprints everywhere) and from a geometric perspective. This kind of terrain detail isn't a thing in GTA5, they use much coarser terrain so there's probably new tech being applied there. The way shadows interact with this terrain is much more realistic than GTA5-era tech, you can see the shifts in elevation deform the character shadows.
* The material and lighting model for skin/hair is vastly improved over 5. If you look at the three women in the left foreground you can see each of them have meaningfully different hair texture and skin appearance, with subsurface scattering evident for the skin along with a good combination of both realistic specular and diffuse light. If you pull up a screenshot of Franklin from GTA 5, his hair and skin rendering is simply on a different level from this, and he's a main character so he got plenty of art attention.
* The level of detail here exceeds that of comparable scenes in GTA5. Higher numbers of characters animating and interacting with the environment, and lots of environment detail. Of course regular day-to-day gameplay won't necessarily be like this - there are good design reasons why it shouldn't be, and this is a cinematic - but this is stuff that engine didn't really do. Crowds of this nature are historically a real technical achievement and you really only see them in games like Hitman or GTA as a result of a lot of engineering and tech art work.
* The water is far more detailed than anything GTA5's water model is capable of, both in terms of rendering fidelity (especially reflections) and geometric detail. The people standing in the water both cast shadows on the water and have reflections in the water. (These look like they're probably screen-space reflections... IIRC GTA5 primarily relies on skybox reflections, which wouldn't achieve this. They might be combining both, or pairing one of the two with ray-tracing.)
* The draw distance is extreme. You can see a lot of fine detail in the far distance, and it wouldn't be legible like that in GTA5 even with the settings cranked up.
* The atmospheric/lens stuff at work here is good too. You have a haze on the far detail combined with a very good looking depth of field blur and motion blur for fast moving objects like the helicopter. Some of the lower hanging clouds look like they're actually passing in front of the buildings.
* Some sort of high fidelity global illumination model, or a good approximation of it, appears to be at work here. You can see it on the underside of the umbrellas and their poles, where the umbrella itself is gently occluding ambient/sun light from the underside and the pole, without casting 'hard' shadows like the characters do. I don't see the kind of artifacts normally associated with traditional screen-space ambient occlusion (SSAO) techniques in this footage, and GTA 5 relied heavily on SSAO with a fairly ugly implementation. If they're still using SSAO it's vastly improved here.
It feels more like an incremental improvement, but not a breakthrough I was expecting.
Particularly this scene reminded me of V (plasticy-looking people, distance fog and dull color grading): https://youtu.be/QdBZY2fkU-0?feature=shared&t=37
Similar scene I could find in V: https://www.gtabase.com/igallery/901-1000/GTA5_230_Michael_L...
Of course this is just a minute and a half long trailer, and footage is likely from the Playstation 5 version, finished game on PC may look much better than this.
All this to say that just because it's "in engine" doesn't mean it's not cheating. This was also on PS3 dev kits which had double the ram and iirc a bit more horsepower.
Also almost all of this is cut scenes. Animation on those look good, facial mocap has come a long way. But that doesn't necessarily translate into good in engine animations during gameplay. Usually you turn off a lot of features of the engine for cut scenes. For instance we had a lot of issues with clothes shooting around in cutscenes because in between frames (cuts) we'd be moving the character from either <0,0,0> or just the other side of a door to where they were in this fame. This caused motion calculations to go off and cloth and other body parts wouldn't settle for a few frames.
To me it looks like they're about where they should be running on a top end PC in EoY 2023. What's always gotten me about GTA games is their driving is fun, the shooter parts no so much, especially indoors. I hope they cleaned that way up and the game will be a lot better. RDR2 was better at this than GTAV by a lot. I hope they make a similar leap. RDR2 was also visually stunning in many areas. Looks like they kept a lot of the lighting effects or expanded on them. The pink haze reminds me of the totally not memphis area in RDR2.
The Witcher 3 did this a lot and it was always unnerving.
AFAIK Apple also includes similar accelerator hardware in their modern chips.
For people who have integrated AMD or Intel GPUs attached to their main CPU, it's also possible to tap into that thing for compute workloads even if your game isn't running onto it.
But...what if you're already using that for DLSS? Can you do that at the same time?
First seeing how much it costs OpenAI to run their infrastructure, that rockstar will have a one time payment for the game and not a subscription from the players, and that you will have maybe 50-100 query per hour per player, it would not be feasible economically.
Second even if it was, that mean that the whole game depends on an internet connection and a backend that will need to be here forever. 10 years later they cut the backend you can’t play the game anymore.
(Don't think LLM charaxters are ready for realtime use on that kind of game soon enough for the game being discussed, but I don't think it would have to compete with creative character line writing as much as being a force multiplier for it when it is ready.)
Putting it in the critical path will take a lot of development/testing.
https://github.com/opyate/godot-llm-experiment
You're also ignoring that dialog has to be spoken, and while AI can do somewhat decent text to speech for things like audiobooks, it can't do anything like the kind of vocal "character personalities" in GTA. Voice actors aren't being replaced yet.
For GTA VII? Sure, almost definitely. But VI? We're not there yet.
Video game characters need personality full of emotion.
No, we are not there. In a few years, we'll probably have something like it though.
I can see it happening in a future game in some way maybe.
One of the reasons Duke Nukem was so popular was the shock value. When the sequel took 15 years to come out, it was just cringey. It had the same vibe as your creepy uncle telling the same sexist jokes at Thanksgiving.
Nothing makes me feel more ancient than when I watch/play something from the 2000's that I found funny and edgy at the time, and now it... just doesn't hit. I want to still enjoy it, but I also find myself kind of rolling my eyes.
On the other hand, when you revisit something you enjoyed back then and it still holds up in spite of the limitations of the time, you feel a new respect for it. But not many things hold their luster after so many years.
The story seems to be hinting at a love story between the two characters, and seems to heavily imply that co-op gaming will be a big part of the experience.
Imagine, the man who is obsessed with videogames and especially GTA, will be able to play through the whole game together with his girl. They will be, literally, partners in crime. It could inspire a brand new generation of female gamers, who never had the patience to sit through the ingenious yet childish caricature of America that the previous games ushered in.
I’m honestly not trolling - isn’t a statement like this inherently sexist?
Why would women not like a “childish” game?
I know you didn’t mean to offend but I’m unsure of the message
I’m getting the impression the way culture is heading is there is to be less focusing on differences
Please correct me if I’m wrong
Consider the idea that you might have totally misinterpreted what I said.
In case of games, usually the problem is that the stories are written from a perspective of a male fantasy, where role of women is reduced to just being a pretty accessory. "Dead hooker" jokes aren't equally funny to everyone.
Whether this game will be more appealing to women remains to be seen. It's not merely about having a female-looking avatar, but about having an intereresting character that women would want to see themselves as, and not feel objectified (which games sometimes fail with things like bikini armor, or on the other end overdoing the trope of a "strong female character" to the point of being a boring cliche).
I think that for them, this would be another evolution in the boundaries they push as a studio.
Seems kind of sexist to imply otherwise, and your proposed scenario is so heteronormative: the woman too impatient to play other GTAs is only playing this one because it because it has a female character and she's a woman so that's who she should play, and it's appealing to her because the story revolves around the relationship between a man and a woman and that's what women like. Na, don't think so.
Which frankly does not describe the history of what GTA offers. All male characters, all gangster/mob/drug dealer archetypes.
Do your seriously not believe a change in tone, story and character wouldn’t bring in new fans? Who found the old tone childish and immature - hard to relate with? Give me a break.
> Angstipan - It Cures Emotions! - Americas favorite dissociative.
With a depiction of a pill hugging a bad emotion I think.
Then there is the old guy watering his lawn in a speedo and poker dealers hat, and of course the gator walking into the mini mart.
Mass market major corp playing it safe and over optimizing for broader than broad compatibility?
-There better be a LOT of strip clubs, it's pretty bonkers that even where I live which is 30+ minutes away from Miami proper there are at least 5+ clubs in any direction
-I like that they captured the rednecky vibe and nonstop college party vibe from central / northern Florida
-I hope they explore the different Latin american communities outside of haitians and cubans. Venezuelans, Colombians, Argentinians, and Puerto Ricans are very numerous here and all are very distinct in terms of culture and social status
-Also hope they don't shy away from showing Jewish and Russian communities since they are very prominent in Aventura / West Palm Beach
-Biggest worry is that Florida is the flattest state and coming from GTA 5 and RDR 2 the mountains were my favorite areas, I saw some potential leaked maps that hinted at going to nearby islands and or a different country so maybe that will offer hiking / off road opportunities
-Also i'm pretty sure they are going to have a Disney / Universal Theme park and I genuinely hope they make it very lively with lots of roller coasters and more lively than the one in GTA 5
Overall very excited but it's a shame that PC isn't going to be a launch platform so I'm probably going to have to wait until 2026 or beyond.[1]
[1] https://www.take2games.com/ir/news/rockstar-games-announces-...