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Rockstar Games reveals major GTA 6 weapon change

Adi Zeljković
By Adi Zeljković
4 MIN READ
Gaming

Rockstar Games has revealed new details about how weapons and NPCs will behave in Grand Theft Auto…

Rockstar Games has revealed new details about how weapons and NPCs will behave in Grand Theft Auto 6, including a major change from the previous game in the series that could get players into much bigger trouble if they are not careful.

Following the Extended Look presentation on Netflix, Rockstar Games has become more open about several new aspects of GTA 6, giving fans a clearer idea of how certain features have evolved — and which ones have remained largely unchanged.

The countdown to the release of Grand Theft Auto 6 continues, and excitement surrounding the game shows no signs of slowing down. Rockstar Games has also further reinforced its commitment to the current GTA 6 release schedule, suggesting that the studio is confident there will not be another delay.

Thanks to the Extended Look event on Netflix, fans were able to see plenty of new gameplay and learn more about what has changed in the latest entry in the series. Rockstar's Rob Nelson has also recently shared a considerable amount of new information, including confirmation of a redesigned feature that will directly affect players as they explore Leonida.

In an interview with YouTuber TGG, Rockstar North head Rob Nelson explained that NPCs in Grand Theft Auto 6 have become significantly more reactive.

Nelson confirmed that a great deal of work has gone into the "sophistication of behaviors" and the more nuanced reactions of NPCs. He pointed out that in GTA 5, players could pull out a weapon such as a shotgun while walking around and nearby pedestrians would barely react unless the weapon was actually aimed at them.

That will no longer be the case in GTA 6.

The world will react much more naturally to the player's behavior, potentially leading to far more encounters with Grand Theft Auto 6's redesigned police system.

For example, Nelson revealed that NPCs will definitely react if a player simply walks around while openly holding a handgun, since that is not considered normal behavior.

There will also be a degree of nuance to these reactions. NPCs will not respond nearly as strongly if the player is carrying a long gun on their back. However, pulling that weapon out and carrying it in their hands will immediately change how people react, as the action will be considered threatening.

Rockstar also appears to have taken further inspiration from Red Dead Redemption 2 when designing GTA 6's weapon system.

Nelson confirmed that players will be able to carry two concealed weapons at any given time without attracting attention from NPCs or causing trouble.

However, players who want access to heavier firepower will no longer benefit from GTA's traditional "bottomless pockets." Larger weapons will need to be stored properly, with options including weapon storage at a safehouse or storage compartments in the trunk of a vehicle.

The increased focus on realism extends beyond weapons as well.

While Rockstar may not force players to worry about bathing or grooming their characters in the same way Arthur Morgan did in Red Dead Redemption 2, players will apparently need to keep an eye on their vehicles' fuel levels, occasionally check in with their partner, and make sure their characters eat properly without gaining too much weight.

One feature, however, seems to have pushed the simulation elements a little too far.

GTA 6 previously included a mechanic that required players to buy groceries, but Rockstar ultimately removed the requirement. Nelson admitted that the system pushed the game's simulation aspects too far.

The mechanic has not disappeared completely, though. Shopping remains available as an optional activity, with players still able to purchase items such as beer and food that can be used as consumables.

Want to keep track of everything Rockstar reveals about GTA 6? Explore the TechPlay GTA 6 Hub for the interactive map, characters, vehicles, locations and everything we know about Vice City and Leonida in one place.

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Adi Zeljković
The AuthorAdi Zeljković

They say he never sleeps! He lives in the blur between code and screen. While the world rushed through levels, he transcribed the cries of fallen bosses and the whispers of the machine. After 30 years in the digital trenches, his ink is binary. He isn't here to review games—he's here to archive the chronicle of our digital existence.

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