{"id":874047,"date":"2026-10-07T15:02:11","date_gmt":"2026-10-07T15:02:11","guid":{"rendered":"https:\/\/www.newsbeep.com\/us\/874047\/"},"modified":"2026-10-07T15:02:11","modified_gmt":"2026-10-07T15:02:11","slug":"grand-theft-auto-6-the-full-rockstar-north-interview","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/us\/874047\/","title":{"rendered":"Grand Theft Auto 6: The Full Rockstar North Interview"},"content":{"rendered":"<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">In July this year, IGN was invited to Rockstar North to see GTA 6 being played for the very first time, with Head of Development and Co-Studio Head Rob Nelson on the controller. It was honestly one of the most exhilerating experiences of my life \u2013 seeing GTA 6 in action before anyone else! And, when the Netflix extended look dropped in August, I was finally able to <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/gta-6-exclusive-preview\" rel=\"nofollow noopener\" target=\"_blank\">share my thoughts on what I&#8217;d seen<\/a>. My preview detailed everything I saw in the exclusive 30-minute demo, which included a <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/gta-6-wanted-system-explained\" rel=\"nofollow noopener\" target=\"_blank\">new-look wanted system<\/a>, <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/gta-6-car-steal-system-explained\" rel=\"nofollow noopener\" target=\"_blank\">a new way to steal cars<\/a>, and how <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/gta-6-romance-couple-system-explained\" rel=\"nofollow noopener\" target=\"_blank\">Jason and Lucia&#8217;s romantic relationship<\/a> \u2013 although front-and-center in the demo and the Netflix video \u2013 is entirely optional.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I also spoke at length with Rob Nelson. He talked us through some of the big ideas in the game, the changes to some of the game mechanics we all know and love, and the 13-year development process that has gone into making Grand Theft Auto 6 the biggest, most immersive entry into the GTA series yet. The <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/gta-6-rob-nelson-interview-rockstar-north\" rel=\"nofollow noopener\" target=\"_blank\">highlights of that conversation<\/a> were published back in August too, but the entirety of that conversation has been sitting on my laptop&#8230; until now.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So why publish it, and why now? Although the coverage IGN ran back in August covers all the headline topics, the full interview captures what it was like to be in the room while GTA 6 was being played. It wasn&#8217;t a prescribed demo and often things didn&#8217;t work out as planned, and I found looking back over the full transcript of the interview really fascinating. And that&#8217;s why I wanted to share the full interview with you, because I hope you find it fascinating too. As for the &#8216;why now&#8217; of it all, why not now? It&#8217;s GTA 6 and frankly I&#8217;m as excited for this game as anyone.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Since the interview took place while playing GTA 6, the conversation sometimes jumps around and often describes what\u2019s happening on-screen, but I&#8217;ve done my best to fill in the gaps so you get a sense of what it was like. I hope you enjoy reading it as much as I loved watching it!<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Obviously there are the set pieces and the story missions in GTA 6, but it seems there&#8217;s a lot more for Jason and Lucia to do in the world\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: There is a ton of stuff the player can do in GTA 6, as Jason and Lucia on their own or together, in between missions and story-driven content.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I&#8217;m also fascinated to know more about the couple dynamics\u2026 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: We can just run the game and start walking around, I think that&#8217;s the most natural way to do it.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The challenge for us on this game is the same as it is on any new game for us, which is \u2013 how do we evolve and build upon the good things we have done before, in all the ways these things need to evolve, but at the same time ensure that the game still has everything that made the previous games in this series resonate with people? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[The demo starts with Jason and Lucia hanging out at a Safehouse. Jason has longer hair than we saw in the trailer, and is busy grabbing a drink from the fridge, examining a romance novel he finds on a table, and interacting with Lucia.]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">This is one of their Safehouses. Jason and Lucia can exist in this space together. This represents an exciting challenge for us: putting Jason and Lucia on schedules that feel believable and making the Safehouse a lot more interactive. The Safehouses [in GTA 6] are probably closer to the camps in RDR2 than they are to safehouses in any GTA game before, in terms of how interactive they are and how much they feel like your home. But this is not their own house, they\u2019re staying in someone else\u2019s house.  <\/p>\n<p>Grand Theft Auto 6 Trailer 1 Stills<img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image jsx-2277167929 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can switch characters and pop over to the couch. We tried to keep this mechanic as open as possible, although there will obviously be times during the narrative where it&#8217;s not possible.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We have some basic cosmetic options in the Safehouse where you can adjust minor things and do some simple stuff to your hair\u2014cut it shorter or shave it off. In the Safehouse, it\u2019s only reductive \u2013 if you want new hairstyles you have to go to a hair salon or barber. There are a lot of hair salons and clothing shops all over the world and each place has some standard stuff you can get, and then also stuff that is unique to those places to really encourage exploration.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">For now, I&#8217;m going to go out on my own for a little while and have a look around\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson takes Lucia on a stroll around downtown on her own, wandering through an urban park packed with people talking, a man walking his dog on a leash, joggers, and everything you&#8217;d expect to see in any busy city.] <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">One of the coolest things about this game being developed from the ground up on this generation of hardware is taking advantage of all the memory that we have on the latest generation of consoles, combined with our teams\u2019 experience doing this for so long together. NPCs have more height differentiation and body shape differentiation than ever before; we could never have had this variety before because different body types had to share animation sets. So if you had the same animation on the 5\u20196\u201d person and the 6&#8242; 2&#8243; person, they wouldn\u2019t line up if they&#8217;re fighting or sitting in cars\u2014basically, any interactions with each other or the environment. But [in GTA 6], the team worked out a system where they now retarget those animations on the fly. Now we have a huge variety of heights and shapes, and it all works together because of what this team was able to pull off.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The NPC interaction system is one that is returning and evolved from Red Dead Redemption 2. In the past we\u2019ve had systems where you can speak to NPCs. In RDR1 and GTA 5 there were basic systems for interacting, but the interactions were very simple. But with Red Dead Redemption 2, we were finally able to incorporate the ability to interact with NPCs as a more fleshed-out system. Traditionally, L2 was a binary action that immediately aimed your gun at someone or locked onto them for combat. But as the resolution has increased, the experiences we create have had to evolve alongside that \u2013 the fidelity of them, how you can exist in them, and what you can do in them. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So on RDR2 we came up with a control solution where, if your gun is in your holster and you hold L2 to lock on to an NPC, you just have the option to talk to them. You can greet them or antagonize them, or you can pull R2 to draw your weapon. But adding those options into RDR2 created a huge challenge for us. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We have to do so much work in design, in code behaviors, in animation, and in writing to get these interactions to feel believable. Now, everybody across all of these teams \u2013 across technical teams, animation teams, across design teams, across writing teams \u2013 needed to, in a way, become students of human behavior. You find yourself watching how people behave out in the world and studying the rise and fall of a conversation as you pass two people. As you listen, you can count like 7 to 10 words and glean what they&#8217;re talking about. To try and recreate the feeling of this properly, we ended up needing to build an entirely new team of writers, directors, and producers in LA to create the depth and breadth and variety of crazy people saying crazy things that we needed. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">While we pushed this sort of interaction with NPCs as far as we could for Red Dead Redemption 2, with GTA 6 we are taking it much further. The team has done an incredible job to create all of this crazy dialogue, and you can stand there and listen to them, but we\u2019ve tried to find a balance where if you stand too close to a group, they should notice you and notice that you&#8217;re eavesdropping. So, if you stand there and try to listen to the whole thing, they&#8217;ll often turn around, notice you and go, \u2018Oh hey, can I help you?\u2019 Or if you follow people for too long and too close so that they can hear you, they\u2019ll go, \u2018Oh, hey.\u2019 Then they may be aggressive, or they may just want to get away from you. When we first started these ideas back on Red Dead Redemption 2, we thought if we could get it working in a more sparsely populated world, we imagined what it might feel like at scale in a modern world. So it was one of the scary but very worthwhile and fun challenges we took on with this game.  <\/p>\n<p>The world will act upon you as well as you acting upon the world. I think in previous GTA games you were a bit all-powerful.\u201c<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The world will act upon you as well as you acting upon the world. I think in previous GTA games you were a bit all-powerful. You were the only one with an invisible arsenal hidden away. Apart from the police, everyone would run in terror from you if you started acting out. This world in GTA 6 is not like that.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A huge amount of time and research and work went into populating the world, styling the people so that every district and every town that you go to feels appropriate. Hopefully for people who want it, it\u2019s fun to just do this sort of open-world stuff, wander around, talk to people, explore, and see what happens. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson interacts with some NPCs when another group spots the interaction and pulls a gun]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: [Laughs] That escalated! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: That escalated, yeah, they got involved \u2013 but nobody&#8217;s dead. They&#8217;re all still fine. They will get up and walk away. But somebody&#8217;s called this incident in. Our dispatch is extremely specific in what it knows. This team has done an incredible job with this. If I get out of here, that\u2019s a one-star Wanted level, which is not really a big deal. I aimed the gun at the person, which defused the situation, and they all ran. Otherwise, I would\u2019ve ended up beating people up.  If I get out of this area where the police are going to respond, I should be totally fine. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">As much as possible, we tried to design the game so that you have options. Things can escalate quite quickly if you want them to, or people who don\u2019t want to escalate can try to avoid it. It&#8217;s not always possible! To me, that supports the narrative. This is a story about a couple on the run. We have tried to make the systems and the design support our narrative when and wherever possible. Meaning, if you hit and run, commit a crime and run, get into trouble and move on before the cops get there, and you don\u2019t start shooting people, don&#8217;t start escalating \u2013 which you absolutely can do if you want to  \u2013 but if you don\u2019t, you\u2019re generally going to be fine.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So I can check my map \u2013 this is a hot area. The cops are there. If I go back, they&#8217;ll be hanging around for a little while. You can see if I hover back over that area of the map, I still have one star in that area. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We have put some layers of stratification into the vehicles. Previously, you could just press triangle to automatically hotwire and steal any vehicle that you wanted and take off. We felt like that left a lot of potential gameplay on the table in terms of progression and decision-making for players. I think it gives all the vehicles more meaning, and you need to pay attention to what you\u2019re doing a bit more. So now, you start off the game and there are certain parked cars that are not accessible to you until you get a bit further along with the story and you acquire certain tools to get into them, but you can always carjack any driver you see. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We also now have this scanner as a part of the phone, where you can put it over the vehicle and learn about it. For example, it tells me this car is locked, it&#8217;s got an alarm, and has no tracker. It also tells me how much it\u2019s worth if I go to take it to a Pay n\u2019 Spray or a specialty car fence and how much it would cost for me to register it for myself.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, for example, this car needs a key cloner. This other car will just need a slim-jim. So we\u2019ve added a lot of fun little tools you need or mechanics you need to perform these formerly binary <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">actions. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Now, we can go and sell this truck, but it&#8217;s not really worth very much. Is there anything you&#8217;re interested in seeing? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I mean all of it! [Laughs] But some of those day-to-day things that you can go and do\u2026 that&#8217;s one of my favorite things about Red Dead Redemption 2. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Just the existing? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I finished Red Dead 2 a number of times and I had a save of it where I could just load it up and play. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: That\u2019s essentially what GTA 6 has as well \u2013 you can just exist. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson takes Lucia into one of the salons dotted around the map]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Every one of these salons \u2013 and there\u2019s many of them \u2013 has signature hairstyles. They also have the standard ones.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Similar to Red Dead Redemption 2, we put a lot of focus towards trying to make it so that you can do these sorts of open-world things in a very natural way.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I noticed that when you are doing things, sometimes there are little icons to say you did a good thing or a bad thing. Is there a reputation system?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: There is a system that tracks what sort of criminal you are. And then there is also a  relationship system. They&#8217;re separate. You manage the relationship in the way you hopefully nurture any relationship \u2013 which is by spending time together. So being in the open world and exploring together or doing activities together \u2013 playing pool or mini golf or kayaking; normal slice of life things. Or robbing stores together, robbing banks together. However players want to spend that time together, it will have a positive impact on the relationship. <\/p>\n<p>There is a system that tracks what sort of criminal you are. And then there is also a\u00a0 relationship system. They&#8217;re separate. \u201c<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The reputation system you are asking about is something we call your Criminal Profile. It&#8217;s different than the honor system in Red Dead Redemption 2. There isn\u2019t a right or wrong way to play this game, but consistent sorts of actions may have an impact in terms of how the world reacts to you and how the narrative plays out. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">In GTA 6, you are playing as criminals on the run but the narrative is such that it makes most sense for them to do what they need to do while not drawing unnecessary attention, even though sometimes that happens! So if you&#8217;re doing things on a mission that you are required to do \u2013 or you\u2019re robbing places, or somebody comes and messes with you and you have to deal with them by smacking them down or whatever \u2013 that\u2019s all fair game. It&#8217;s when you go beyond what is necessary on a consistent basis or you do completely unnecessary stuff consistently that you may start to sway your criminal profile in a certain direction. Maybe you care about that as a player, maybe you don&#8217;t. There is no right or wrong way to play this. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">To us, it&#8217;s a very interesting concept. In previous games you\u2019re quite overpowered in the world compared to everyone else apart from the cops, which can be fun but not as fun, I don\u2019t think, as having a world where there may be other people that have impulses of their own and act upon you. You are still powerful and capable, but you are not the only one capable of violence or the only one with weapons or the only crazy person out there. It makes the world far more unpredictable and interesting. It&#8217;s something that we started doing in Red Dead Redemption 2, where you are not the only dangerous person in the world. There are gangs that will attack you, things that will happen to you. The world will act upon you. That happens here a lot, and then when it does, you have a decision to make. How do you want to deal with it?  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Lucia is in another altercation with an NPC]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Oh! And then she did it anyway. This system opens up so many possibilities for people to play how they want. You go, \u2018Oh, do I want to  shoot this person? I could try and threaten them and make them back down or knock them out or shoot them but not kill them; just incapacitate them.\u2019 There are a lot of levels to the way you can deal with situations now. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Again, people should play it however they want. With these new options we are hopefully creating some room for people to have fun with how they want to approach things and decide whether they want to plan and be a bit more cautious to keep a lower profile or whether they don\u2019t care. We have found it makes every decision you make carry more meaning.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Again, if I take off here, I should be fine. We\u2019re really trying to encourage this hit-and-run style of  gameplay. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, the police are looking for me. We have this heat system, and they know what I look like and what I\u2019m wearing. Here\u2019s a pair of glasses \u2013 I&#8217;ll put on this and this baseball hat. But they still know what I&#8217;m wearing, so I would need to go to a clothing store or call my personal vehicle, which has changes of outfits in the trunk. <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/08\/27\/gta6-8-blogroll-1787855254976.jpg\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Would changing your hair be enough to throw the police off? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Changing your hair will change your appearance, but the police will still know what you are wearing, so it&#8217;s not great if I am standing out in the open. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Lucia is escaping the cops on foot]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We put a lot of work into how you can navigate the world, trying to make everything as smooth as possible to really encourage this type of gameplay where you are running and getting out of the car. Jumping and climbing fences. If you get three stars in the city, it can sometimes be challenging to get away in a vehicle, unless it&#8217;s a very fast vehicle or a sports bike. Your best option is usually to do this \u2013 get off the streets and get on foot into the alleys.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Now we have heat, and they&#8217;ve seen me wearing this; this [outfit] is compromised. But if you take it off, you should be okay. Again, as long as you try not to draw too much attention to yourself, you should be fine.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[In the game, Lucia lays low in a 7-11 style mini mart, buying a baseball cap and gum while an oblivious cop passes by outside the store.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Eating has quite a dramatic effect on your health. You\u2019ll gain quite a substantial buff, so it can be useful. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: With everything you\u2019ve done in this, would you at any point have been able to swap out for Jason? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yeah.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I&#8217;m assuming he will have his own routine, so he won\u2019t just be sitting there waiting for you?  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: He has his own routine where he\u2019ll go out and do his own thing. You can switch to him and sometimes he&#8217;s in the Safehouse, sometimes he&#8217;s out doing various things.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[At this point in the demo we get to see what seems to be an unplanned encounter between Lucia and man in a dumpster]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can give this guy in the dumpster pills, or choose not to. You can come back and see him and he gives you legal advice. You can get in the dumpster with him! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[At this point Nelson switches to Jason&#8217;s POV, where our hero is\u2026 naked]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Oh, or you can switch and Jason&#8217;s in the shower! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We do have gyms where you can go and work out so you can go up in levels of muscularity or strength. If you overeat, you will put on weight.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I can add changes of clothes to my trunk, so if I\u2019m out, I have them in my personal vehicle.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There are more radio and in-game TV ads than ever before. A lot more. <\/p>\n<p>We have made money matter more in this story than I think it has in previous GTA games.\u201c<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We have made money matter more in this story than I think it has in previous GTA games. There are times when you actually have to go out into the world and make money \u2013 whether you&#8217;re boosting cars and selling them or sticking places up, there will be parts of the game where you need to make money to advance the mission flow. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can text the other character \u2013 Jason or Lucia \u2013 at any point, or you can call them. It&#8217;s quite cool when you text back and forth. Lucia just responded, \u2018Sweet, I\u2019ll come to you.\u2019 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">If you want to just spend the whole day out on your own as one of the characters, that\u2019s fine; the othe  one will text you: \u2018Hey, I&#8217;m going to go to bed to lock up, you OK?\u2019 All you need to do is respond, \u2018I\u2019ll see you later,\u2019 or, \u2018OK, goodnight,\u2019 and that&#8217;s good enough. If you don&#8217;t bother to even respond, it may impact your relationship a bit.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, we have these little things that you can do anytime Jason and Lucia are together if they have a relationship. Holding hands is done by holding R2, and it feels very natural. We want a lot of these interactive things that we do \u2013 talking to people and this sort of stuff \u2013 to feel good in your hands.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We spent a lot of time developing these characters and what their back story is \u2013 how they met, how much time they spent together, how well they know each other. One of the things we are interested in exploring with these games \u2013 and it\u2019s something we did probably most consciously on Red Dead Redemption 2 \u2013 is the idea of how much of this character is them and how much of it is you, the player. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">For example, Arthur \u2013 as we played through Red Dead Redemption 2, sometimes it felt like, \u2018Why am I listening to Dutch?\u2019 He&#8217;s clearly crazy. You know \u2013 \u2018Why am I helping these people? I don\u2019t even know them.\u2019 People would ask us that and we would say, \u2018Well, because Dutch saved you when you&#8217;re 15 years old, when you didn&#8217;t know how to read.\u2019 And they say, \u2018Me? He saved Arthur.\u2019 So, we tried to do a couple of things to address this. We added an element to the story where Dutch is the only one who knows where Arthur\u2019s money \u2013 and all the gang\u2019s money \u2013 is, to try to create a secondary, more player-centric motivation. So, if it was not enough for you as the player to just take Arthur&#8217;s loyalty to Dutch at face value and go along with it, we&#8217;ll also try and give you a personal reason as the player to be invested for your own sense of wanting something for you. We also needed to make sure we had missions where you spent time with each member of the gang to try and get to know them to help the player form a connection with them.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Another thing we tried to do to enhance the player\u2019s connection to their character in that game involved any of the kind acts that Arthur was able to perform. Originally many of them were mandatory, but that felt wrong. So, we started taking them off the main story flow and just making them optional. So, you as a player were required to go and meet his ex-girlfriend Mary Linton, but you didn&#8217;t have to help get her little brother out of the cult, and you didn\u2019t ever have to meet her again. We tried to make sure that a lot of these things were optional so that hopefully if you wanted Arthur to have some sort of redemption arc, you felt more strongly connected to it because you helped him achieve it as a player. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We also made very subtle changes to the cutscenes and his stated motivations for things. If you were high honor and if you as the player had been showing that you cared about these things, Arthur would tell John, \u2018Get out of here when this is going down. Do it for me; it would make me feel\u2026good, I guess.\u2019 But if you had low honor, he didn\u2019t say that. He said, &#8216;Don&#8217;t be an idiot.&#8217; And it wasn\u2019t black hat versus white hat \u2013 it was just figuring out how to not make Arthur too sentimental, if that was not the way you were playing. Interestingly, some people would get the low-honor ending that resulted in Micah shooting Arthur in the head and they would die face down in the dirt, and they\u2019d say, \u2018Why did that happen to me?\u2019 [Laughs] <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/08\/27\/mega-9-1787855280117.jpeg\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">It\u2019s interesting to play around with and explore these ideas, and we are definitely continuing down this path with GTA 6. With the relationship, we start Jason and Lucia off wanting to give it a shot, but just going through the story and playing missions together may not be enough to keep them together. You&#8217;ll have to keep them together by spending a bit of time together in the open world, and then hopefully that will reinforce your connection to them and increase your investment in their story. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: What about if you don\u2019t keep Jason and Lucia together?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: If you don&#8217;t, we&#8217;ve played around with it and thought about it a lot. The narrative is  structured in such a way that the circumstances they find themselves in require them to stay together for most of the story and work together. At the very least, they will get through most things as partners in crime. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I don\u2019t want to say too much more about this because I don\u2019t want to spoil anything. It really adds a compelling element to things, and it\u2019s one of the reasons we wanted to approach this sort of story, because it&#8217;s completely different for us. Could we bring some sort of emotional resonance to GTA for people if they wanted to engage with it? Could we also provide mechanisms for people to just opt out of it if they&#8217;re not into it? If they feel like, \u2018I don&#8217;t want a relationship in this?\u2019 That&#8217;s what we&#8217;re going to find out. It&#8217;s not something that we want to foist upon players.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: There&#8217;s not a sort of benefit that&#8217;s big enough to make you have to play romantically? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Not a particular gameplay benefit that I can think of really. They will remain partners in crime. You will always have the benefit of working together and having each other&#8217;s back \u2013 whether they&#8217;re romantically close or not doesn&#8217;t change that. They will still work together. It&#8217;s really about what you want for them, their story, and how it plays out. Whether you&#8217;ve nurtured the relationship or not will definitely have a bearing on how their story plays out. Which is all really fun stuff to play with because we have so much action available in the open world \u2013 robberies to do, gang compounds to hit, and car fences to steal cars for. There&#8217;s so much action you can get into. We are really able to have a lot of fun with the missions \u2013 some are very high-octane shootouts, car chases, and things like that, while some are more prosaic, domestic things, which are also quite fun. It&#8217;s been interesting to see how so much of the team has become quite invested in these characters because of these relatable experiences with a partner.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Right now, we\u2019re in free roam together with Jason and Lucia, which is something that has been an exciting challenge. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: How does their dynamic work? If Jason\u2019s getting into it with someone, which results in violence, does Lucia definitely get involved? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: She definitely does. Definitely. You can aim your weapon and tell people to get out of their car, and you don&#8217;t even have to yank anybody out. But yeah, Jason and Lucia have each other\u2019s back always.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[As the couple reunite, the hold hands and share a cute little kiss. Nelson shows off the Focus mode, which makes a nearby cop glow.]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">This is something called \u2018Focus\u2019, which is very similar to \u2018Eagle Eye\u2019 in Red Dead Redemption 2. You can use it to help you locate things that you want to find on the map \u2013 and certainly cops.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The Wanted system in GTA 6 requires that someone witness the crime, or an alarm needs to be set off for it to be reported to the law. One star is not going to be too difficult to get away from. You can see with these little icons on-screen, the police know what we&#8217;re driving, so we should just jump out of the vehicle. They also know we&#8217;re a couple. You could split up, and that will also help lower the police\u2019s perception of you. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Jason and Lucia get into a car, making small talk as they do]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So we can get in this new vehicle, so they won\u2019t know we\u2019re in this car. This will lower the police\u2019s perception of you. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I\u2019m terrified to think how much dialogue you must have had to write just for Jason and Lucia\u2019s small talk\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: A terrifying amount! [Laughs] So, it would be smart for us to stay out the streets and let this die down. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We&#8217;re in the fashion district now, so we can go and see what we can find. We can bring Jason and Lucia to shop together. I can come in here and if I have heat, purchasing and wearing a new outfit will remove any heat that I have. Jason and Lucia can hold the door for each other.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Very quickly you can start to make Jason and Lucia your own and make them look very different. You can make them go to the hair salon together. You could do a lot of this sort of cosmetic stuff.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Physical intimacy is a part of any romance or relationship, but games are so bad at it  traditionally\u2026 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Well, we don\u2019t want to be so bad at it. These characters feel very right together \u2013 they really do. For anybody that wants to play around with the idea of role-playing their relationship, it&#8217;s amazing. So many people on the team have connected with the characters. But physical intimacy is a huge part of a relationship, and so it has to be done right. Like anything that we do, we have to iterate and try things and iterate on it until we figure out what feels right. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It\u2019s easy to end up in a kind of weird caricature version of it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: And we don\u2019t want that. We definitely want to err on the right side of it.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: There\u2019s some mini games you don\u2019t want to see. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: [Laughs] I think that\u2019s right.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">As opposed to GTA 5, where it&#8217;s three separate characters who are aligned but living very separate lives, you spawn into this game and often go, \u2018Where is she? Where is he? I want to check in. I want to know where they are.\u2019 In life, you generally always know where your partner is. Even if you&#8217;re apart, you know roughly where they are and what they&#8217;re doing.  <\/p>\n<p>Whether you\u2019re getting in trouble, or you\u2019re running from the cops, or getting in a car, or waiting for the other one \u2013 playing as them together feels very cool. \u201c<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, we had to really find our way through to see how the relationship would feel to play. It took a fair bit of iteration, but now it feels really good, we think, and it&#8217;s unlike anything we\u2019ve done. where when playing as one character, you\u2019re that one, and when you\u2019re the other one, you\u2019re the other one. When you bring them together, it feels like you\u2019re a steward of their relationship, and you feel protective of them as a unit. But this is something we did not know when we started, and it really had to be something we felt our way through. But I will say that whether you\u2019re getting in trouble, or you\u2019re running from the cops, or getting in a car, or waiting for the other one \u2013 playing as them together feels very cool. It feels like you\u2019re taking care of them, if that\u2019s something you\u2019re into.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: That\u2019s fascinating to me because I think women grow up doing a lot more imaginative play around a couple as an entity as opposed to an individual, so I\u2019m really interested to see it in-game. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I have to say it feels great\u2014if you are into it as a concept. And again, don\u2019t bother with it if you aren\u2019t. Up to you.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson switches up the gameplay to show off the new, more nuanced car theft mechanic]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So unfortunately I&#8217;ve stolen a vehicle with an advanced tracker, which is represented by that red light blinking at the bottom. It means the cops will know where the vehicle is if I\u2019m not driving it at a great enough speed. I may need to just get out of it.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The police don&#8217;t know who we are \u2013 that&#8217;s what those hollow white stars mean. We\u2019ll be fine, as long as we leave the area. The police are going to the site of where we stole the vehicle, but they don&#8217;t know what we look like <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: You\u2019re already gone\u2026 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: We\u2019re already gone. So again, if you hit and move, you should be able to get away.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It feels like there are more stakes for everything. Things are more difficult, like  stealing the fancier cars. But also, there\u2019s more nuance to how you can get away with it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yes, absolutely, there is more nuance to how you can get away with things. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I love the NPCs. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: You can just walk around and listen to the NPCs. The team has really outdone themselves. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can go to the gym as Jason and Lucia together. You can go to the gym alone obviously, but if you go together, they\u2019ll both start working out, and you can get a 2-for-1 to manage their stats.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But yeah, I don&#8217;t generally like \u2013 unless we\u2019re running away from cops or running to do  something \u2013 jogging ahead of the other character. I like them to be together. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can call your personal vehicle at any time. All your weapons that you\u2019ve purchased will always be available in the back of your personal vehicle.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: How does social media play a role?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: We have Snapmatic. You have people that you follow and you can also just browse it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Can you post as Jason or Lucia?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: No, because you\u2019re a couple on the run. You just lurk. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">These are all the robbery targets that you can go and use to make money, and that\u2019s very important to the gameplay system loop. You can do that as Jason and Lucia together, or you can do it on your own.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I can switch between Jason and Lucia, and the other one will drive there. So now I switched to the seat, and Jason is driving. He\u2019s driving real fast, and I can sit here while he\u2019s driving.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, we can go into the cop impound and sneak in and steal that car. We could do that on our own, or we can do that together as both Jason and Lucia.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: One thing a lot of people noticed with the trailer is the ankle tag. Is that an early game thing, so it limits where Lucia can go a bit? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: The ankle tag is part of the narrative and part of the way we bring Jason and Lucia together. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[The couple pass by a police car impound and Lucia points out that inside is a car someone had ask them to steal]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I was going to go to a shop, or a bank, or payday loan place and try to rob it. But we went past this cop impound lot, and Jason called it out.  <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/08\/28\/gta-ps5-save-5-on-ultimate-edition-1787929501697.png\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: She\u2019s very good at running in heels.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: And fighting in heels.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There\u2019s a car fence who told us about this impound lot and they gave us a code to get in the door. So we know the code.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Now that looks like an Infernus to me\u2026 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson gets into the car and starts to make a getaway, although running into a passer-by]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I\u2019m trying not to run him over. The streets in this game are narrower and more realistic in terms of scale. Which, in addition to all the density of the traffic on the roads, makes driving slightly more challenging and requires a bit of skill. I think it&#8217;s fun.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Alright, so this car fence wants this car. I can actually repair this car here because the car fence will give you less money for it if it\u2019s damaged. The car I stole has an advanced tracker so if I drive slow, it pings and the police will know where I am. So you have to drive the car fast.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: If the game is still surprising you, then that\u2019s a good sign. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Oh, it is. The game is so big, I don\u2019t know that there\u2019s anybody on the team that knows all of it. There\u2019s so much stuff, so much dialogue that\u2019s regularly hitting the build on an ongoing basis. So I was pleasantly surprised to hear Jason call out the impound lot and thought, &#8216;Oh, we can do it.\u2019 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I\u2019ll try to do a robbery.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[The couple head to a pawn shop in GTA 6&#8217;s version of Uber, Ryde Me. In Jason&#8217;s POV Nelson heads to the back to look for a safe while Lucia keeps things under control by the door.]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We can ride all the way with this passenger and chat with them. It\u2019s a good way to do fast travel. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It feels like \u2013 even more than Red Dead Redemption 2 even \u2013 just being in the world is the point as much as the main story. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yes. Hopefully more than ever, really. We\u2019re trying as much as possible to make it feel like you are these characters, not only on missions and in the story, but in the open world as much as you want. We really pushed that on Red Dead Redemption 2 more than ever before. We did what we could at the time with Michael, Trevor, and Franklin on GTA 5 \u2013 you could be in the world as them and get into all sorts of stuff, but you weren\u2019t necessarily doing things in the open world that felt as in sync with their narrative and who they were as characters. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Whereas here, in addition to just exploring, which of course is a big part of all these games, the player as Jason and Lucia can always be either making money to get themselves out of the predicament they find themselves in or spending time together, keeping their relationship strong by hanging out together or robbing and stealing together.  <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/09\/03\/jason-and-lucia-04-1788457455588.jpg\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: With Red Dead Redemption 2 as well, there were ways you could change the way a town developed. Are there similar choices in this game?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: You\u2019re talking about the sort of lumber yard change? The sons building the house with their father? That sort of stuff? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">That\u2019s not included as much with this game. It\u2019s just not as big a part of the story. But you can rob pretty much anything. So we can go into this place where you buy headphones, for example, and rob it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I should really be preparing for this robbery. Like by putting a vehicle out front. But I\u2019m not going to, we\u2019re just going to see what happens.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson go inside, finds the safe and then tracks down the code for it]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">We found the combo. I have an explosive that would damage some of the take in this safe. But now these cops are here and they\u2019re going to be stacking up out front. Luckily, there\u2019s a back door out here. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It feels like there are so many choices in this game. In terms of what ending you get or how the game ends up, is it more about lots of little choices, or is it about some key choices? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Both. There are lots of choices, big and small. The small ones add up to mean something; some big ones mean a lot in the moment you make them.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There\u2019s a quick way to set waypoints: holding down on the D-Pad. This is the fence, and he&#8217;s lit up green with a dollar sign now. We have some things we can sell him: jewelry. So we can go there. All of this qualifies as quality time for Jason and Lucia, by the way. Robbing places together, or walking around, holding hands, going to a zoo, studying animals, going scuba diving, parachuting, walking on the beach, kayaking\u2026  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: This must be a tough part of the job. Having to demo something while answering questions&#8230; <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I love it! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: So studying animals? I noticed when you pet the dog, one of the options is to \u2018study\u2019. Is that a collection mechanic?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yeah, you can study animals as a collection sort of thing. And just as a way to get more information about them. It\u2019s something we\u2019ve brought over from Red Dead Redemption 2. Just as in Red Dead Redemption 2, there\u2019s so much nature in the game and this provides a way of engaging with the wildlife without necessarily having to shoot it all. Which I love as well.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Back in the demo, the couple made their escape with the car]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So we got away! We don\u2019t have heat now. So as long as we don&#8217;t act crazy, we should successfully get away. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Some bad luck means the cops are suddenly in the area, and on the look out for Jason and Lucia]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The police are searching in this area so we have heat now. So, this is a risk. We could wait for it to die down, change our outfits, or split Jason and Lucia up. There\u2019s a lot of smart things we could do, but I\u2019m not really doing them.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">If you split up, you actually\u2026  Oh shit! Agh! Shit! Shit! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[In the demo, things are escalating rapidly and the cops are swarming]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: That was so close! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I was just being a total idiot. I should have just yelled at Lucia to take off, and that would&#8217;ve taken some heat off.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: As you\u2019re a couple on the run, what happens if you get arrested? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: If either of you gets arrested, it\u2019s just \u2018Busted,\u2019 then it\u2019s a restart, a respawn. As with  previous games. You actually haven\u2019t seen me get Busted yet. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">[Nelson indicates an icon on the screen]<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So that yellow X means that NPC is incapacitated, so he won\u2019t get back up. This raised my  Heat so it was not exactly the smartest thing to do. However, if you want to stay and fight the police, you can.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Now I have Adrenaline, which is helpful to get out of here.  <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/08\/27\/mega-1-1787855222702.jpeg\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: What would Lucia be doing right now? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: She\u2019s getting away. If I ever get away, I&#8217;ll text her and go, \u2018Hey, are you OK? Did you shake  those cops?\u2019 But this does not look like something I\u2019ll likely get away from.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, you can still have the classic, quintessential GTA experience. For me, it depends on the way I\u2019m playing. I like what you said about, \u2018I have a save in the middle of Red Dead\u2026\u2019 GTA 6 is very much a game where you can play it in very different ways, depending on your mood or the playthrough you are doing. I sometimes will play it like what we just did there, wild and chaotic, but it depends on your playstyle. I could have gotten away from the police there if I wasn\u2019t trying to get through to show you. But these characters and this story really lends itself to putting yourself in their shoes. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Was that the North Star when you were sitting down, the big thing on the white board? &#8220;Choice?&#8221;<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I think choice, certainly, yeah, was a big thing on the proverbial white board.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A lot of people ask, &#8220;How do you think about satire and what angle to use?&#8221; But satire is not usually the first thing that we think about; it\u2019s something that develops. The first thing we think about is where are we going to set it. OK, Miami and Florida\u2026 Vice City and Leonida.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Then we go there and start meeting with as many different people as we can. We start figuring out what sorts of experiences we want the player to have, and what places we want them to go, and what types of people we want them to meet. Then we figure out what\u2019s a good character set to take the player through that.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Those are the big things. Then we ask, \u2018What do we want to improve upon that we did before?\u2019  Certainly, choice. Another big thing is trying to connect who you are in the narrative with who you are in the open world as much as possible, so it feels like one singular experience.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: The game is almost the world, and the other parts slot in afterwards\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I really hope that there&#8217;s something in it for everybody and that if you&#8217;re not really  interested in engaging with the narrative, you can still get the game and get in and have a lot of fun pretty quickly. But if you are interested in the narrative, it&#8217;s something that benefits from spending a bit of time. You get the most out of the narrative if you put time into the game and just get lost in the world, not necessarily by chasing from mission to mission to mission to finish the story as fast as possible. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I think that\u2019s something that happened in Red Dead Redemption 2 a little bit. People get the game, and they want to finish the story and know what happens. I understand that, but that game ended up having a lot of legs in terms of people revisiting it. It makes me so happy to hear that people play Red Dead Redemption 2 multiple times. I believe that GTA 6 is built for that as well.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I think with Red Dead Redemption 2, there were some people that went back who almost hadn\u2019t realized [there was so much more than the story], because they were used to playing maybe less expansive games. So \u2018I&#8217;ll just burn through the story and that&#8217;s all there is.\u2019 And there was almost a whole other world\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: There is a whole other world in Red Dead Redemption 2, yes. GTA 6 is very much like that. There&#8217;s a whole lot of stuff that you discover emergently that we&#8217;re not necessarily directing you to through objectives or blips or icons on a map as well. If you take a bit of time and explore, you will be  rewarded \u2013 a lot. It\u2019s a big map, a very big map. This is where we started from \u2013 Jason\u2019s little house. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It\u2019s always fascinating  \u2013 you find this balance between freedom and world building. But then, also a filmmaker mentality of still being able to tell stories that are very cinematic and specific\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Well, thank you. We are always trying to find that balance between freedom and  storytelling, as you say. It is a challenge and sometimes when you are trying to create a specific or hopefully compelling narrative, the narrative aspect does need to take precedence at times \u2013 at least for us it does.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">To move the narrative forward in a believable way, you have to hit these beats, and so in those cases we have to kind of guide the experience. But with this game we have made a very conscious effort to open things up where possible, without compromising the quality of the experience. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">That first mission that you saw in the [Netflix preview] video where they&#8217;re in the tower block trying to get out \u2013 there are multiple routes out of that tower block. Or the mission where they meet Raul and he gets in the back of the car \u2013 the first bit is on rails because you, the player as Jason, are shooting and Lucia\u2019s driving, but then you switch and you&#8217;re driving. There is an optimal route that you&#8217;re told to get out, but if you don&#8217;t follow it, you can still get out \u2013 the mission is essentially a police chase. Anything where a mission can become systemic and it&#8217;s a wanted level or robbery system \u2013 we try to make it so that it doesn&#8217;t feel inconsistent with how the game works in the open world. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: So finding that balance \u2013 because a mission with too much choice stops being satisfying?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: It can sometimes be hard to keep the quality as high as you want if you allow for too much freedom or too much choice on missions, but we are really trying wherever we can. And hopefully opening up missions wherever we can so that when appropriate, they feel like what you are doing is similar to what you do in the open world, where you have a ton of choice. At the same time, we are pushing very hard to raise the level of quality with everything that can happen in the open world and tying a lot of what you can do there into what you\u2019re doing as part of the overall narrative in the hopes that we can continue to try and blur the lines between different types of \u2018content.\u2019 We are very excited about some of what we have going on now in the open world with how it reacts to you and the systems we have working together. We have a lot of emergent, natural-feeling stuff happening pretty often now as you roam around the world. That was truly emergent for me when we drove past that car park and Jason suggested we do that job \u2013 I hadn\u2019t actually heard that dialogue from him myself yet. And it worked \u2013 I was going to a pawn shop, then Jason said, \u2018Should we go do this?\u2019 as we drove by and I changed my mind.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">And one of the coolest things in GTA 6 is how much fun it can be to be with your partner. You\u2019ll have seen it in the video and it will be interesting to see if people pick up on it. Because, yes, the video showcases three pretty action-heavy missions intercut with loads of other things you can do, but in just one little sequence we show a couple of robberies, which represents a HUGE amount of what you can and need to be doing in this game in between story missions. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You see Lucia put on a mask outside of a pawn shop, walk in, and some guy gives her side-eye and then slides off like, \u2018Ooh I&#8217;m going to get away from here.\u2019 She goes in the door, and Jason says, \u2018Let\u2019s keep it clean.\u2019 Then it cuts to them in a jewelry store where Lucia is fighting a guy for a gun, and she goes, \u2018I\u2019m watching you!\u2019 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Then it cuts to Jason waiting on a bike outside a store, and Lucia gets on it as the player, and Jason drives off while Lucia flips off the cops. The partner can drive pretty well, so you can often have the partner drive to get you away from the cops, and you, as the player, can be shooting behind. Sometimes when it really works and you blow out their tires and the front car goes flipping around, blocking the cars behind it, blocking them all, or when the partner drives you to beat a train at the last second, blocking them off, it can feel like you&#8217;re playing a scripted mission, which is totally new for us.  <\/p>\n<p>So we decided to step in this direction of two characters in a relationship. But then the question became, &#8220;How do you make players feel like, \u2018I love them both?'&#8221; \u201c<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It feels like any other time there&#8217;s been that kind of companion in a game, it&#8217;s always a bit awkward, whereas these feel like two equally capable, playable, interesting characters instead of like, \u2018Well, this is the main character.\u2019<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Oh no, no, that is definitely not the case in this. As the narrative unfolds, we&#8217;re quite  conscious to try and make sure that players have enough time with each character. After doing GTA 5, we talked about different ideas of \u2013 do we do more characters? How do we follow up three characters? Is it four characters now? But we worried about diluting the amount of player time with each and, therefore, player connection with those characters.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So we decided to step in this direction of two characters in a relationship. But then the question became, &#8220;How do you make players feel like, \u2018I love them both?'&#8221; Chemistry is a notoriously hard thing to do in any sort of entertainment. Either the characters and the actors that embody them have it or they don&#8217;t.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Everyone involved worked at that pretty hard. I think we\u2019ve got it. I think we\u2019ve got enough reaction within our team internally to where they feel great as individuals and together.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It feels authentic. It feels like a real couple. I\u2019m excited to have that dynamic in a game beyond just a romance option. This feels very different. I think people are going to be really surprised, but in a good way.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I hope so. What do you think is going to be surprising?  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I think because people aren\u2019t used to having that couple dynamic. Also, the two characters being so even and being able to do so much and having so many choices in the world. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I hope they\u2019re ready for it. I hope they like what we are trying to do with it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I think they\u2019ll be excited. And I think as well that one thing everyone will agree on is  how exciting and deep the world is.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yeah, how deep the world is can\u2019t be denied. The team has done an incredible job pulling that together and making it feel consistent. That has been and continues to be an exciting challenge. We aren&#8217;t quite there yet, and we will take every moment we can get to polish things! <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I did a poll [on IGN], and we asked what our readers were really excited to know more about, and they were obsessed with the world. Almost 50% said the world. They really are excited to get in there and discover things.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Well, you\u2019ve only seen a tiny, tiny slice of it in the city. I didn\u2019t even get to the beach \u2013 you just can\u2019t get to it all. But hey, that leaves some stuff for you to discover. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: They\u2019re cultural moments, the GTAs. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: No pressure. [Laughs] I try not to think about it. You\u2019re aware of it, of course. But I think we  just have to try and make something that we feel is innovating on what we\u2019ve done previously, evolving it while still making it feel familiar. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I like that the little bits of satire are in there, but it feels a little more heartfelt maybe than they have in the past.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: That\u2019s a question a lot of people ask: how do you deal with satire in today\u2019s world? I think there&#8217;s always stuff to satirize. As long as humans are humans, other humans will figure out ways to satirize what we do. For us, because we work on such a long development cycle, we have to not jump on stuff and instead choose our angle of approach carefully and decide what things are going to be a bit more timeless. We\u2019re not a TV show coming out every week or every month. We have to be careful that what we\u2019re choosing to satirize is not going to feel dated in a weird way.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I think those broader things are OK to satirize, but very specific political issues or memes will date fast. Even the way our characters speak, we think about it a lot so that they&#8217;re not using extremely contemporary slang. Even though our characters are a certain age, they need to feel somewhat timeless. <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/08\/27\/gta6-nervous-news-1787849001685.jpg\" class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/a><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I think as well, anything like slang, it immediately cuts out a large age demographic.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Exactly, exactly. Jason and Lucia as characters have rich backstories that we sometimes explicitly talk about and sometimes just allude to. I think there is enough detail there if you want to pay attention, but we also have  purposely left them with some room for interpretation so that hopefully the connection can be enhanced between the player and these characters. That is maybe as important as it has ever been for these characters in particular because I think for this story to work for you, for you to buy into this relationship, you have to be able to connect with them in some way. Hopefully a good number of people will feel like they can do that. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Some people have grown up with GTA as kind of a cultural reference point, but this will be the first one they\u2019ll have been around for the release of it.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yeah, that\u2019s crazy to think of \u2013 wow. For sure.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It seems similar to Red Dead Redemption 2 \u2013 people are going to be discovering things in this game for a really long time. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I hope so. There\u2019s plenty in there.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: People are going to have a lot of reactions to the trailer.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I hope so. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: They\u2019re going to be going through it with a fine-tooth comb\u2026<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: [Laughs] Yes, I know. We\u2019re trying our best to make it as clean as possible. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Is that a crazy thing? Knowing that because it\u2019s you guys, every frame is going to be\u2026 <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: It\u2019s a hard thing. As much pressure as we feel externally, I don\u2019t think it can compare to the pressure we put on ourselves as a team. Everyone wants things to be perfect. We are nervous! Nervous, of course, but also excited to see how people respond to this video and then ultimately the game. It is definitely a step forward in all respects for us \u2013 the size of the world and how deep it feels. It\u2019s a bit of a shock when you get in there and you see the density of the traffic, the density of population, and the fidelity of their responses to you. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: I went back and fired up GTA 5 just to go back in there, and yeah, seeing this, it\u2019s wild, the difference. Because I remember being like, &#8216;Oh, that was so manic and the world was so full.\u2019 And it was, but not like this.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yeah, I think with RDR2, we finally had the team and the tech and then took the time we needed to push the idea of making a fully realized consistent-feeling world further than we ever had. With that game we took the time necessary to take advantage of that generation of hardware to maximize the quality of our open-world population, design, and gameplay so that when you were riding from here to there in-game, you were constantly getting distracted and pulled in different directions. And then you could really get lost as that character in that place. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">That&#8217;s when, to me, these games can feel magical and create a sense of wonder that the world is alive \u2013 and you get these little shivers of  \u2018What\u2019s happening?\u2019 GTA 6 is a continuation of our team pushing in this direction \u2013 doing everything we possibly can to create the largest, deepest, most densely populated and complex world we have ever built for people to get lost in.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: It\u2019s one of the things I loved in Red Dead Redemption 2, but you also have a lot of open space in that game.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: Yes, the density of GTA 6 has been an exciting challenge, but that&#8217;s also part of the reason why our team has doubled in size. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">IGN: Anything else you wanted to talk about? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rob Nelson: I just really wanted to show that in addition to what we hope will be a very compelling story for people to get involved in, there is a very deep, vast, incredible world to explore and get involved with as these two characters \u2013 apart, or together \u2013 however you want to play it. And finally, even though there are some new systems at play, it&#8217;s still very much Grand Theft Auto.<\/p>\n<p><img alt=\"Rachel Weber Avatar\" decoding=\"async\" class=\"progressive-image profile-thumb-img jsx-249361588 jsx-2338608387 expand\" loading=\"lazy\" src=\"https:\/\/www.newsbeep.com\/us\/wp-content\/uploads\/2026\/10\/IMG_2364-1767905623887.jpeg\"  data-cy=\"progressive-image\"\/><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Rachel Weber is the Head of Editorial Development at IGN and an elder millennial. She&#8217;s been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends. <\/p>\n","protected":false},"excerpt":{"rendered":"In July this year, IGN was invited to Rockstar North to see GTA 6 being played for the&hellip;\n","protected":false},"author":2,"featured_media":874048,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[31],"tags":[74],"class_list":["post-874047","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/posts\/874047","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/comments?post=874047"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/posts\/874047\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/media\/874048"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/media?parent=874047"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/categories?post=874047"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/us\/wp-json\/wp\/v2\/tags?post=874047"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}