GTA 6 - Everything We Know (Updated Regularly)
This is the definitive GTA 6 information thread. I'll keep the first post updated with confirmed details.
CONFIRMED: - Vice City setting (modern day) - Female protagonist named Lucia - 2025 release window - Online component at launch - Most expensive game ever made
Share leaks, rumors, and speculation below!
Odgovori (21)
Anyone else thinking this will push back other major releases? Studios don't want to compete with this.
jason_schreier: Anyone else thinking this will push back other major releases? Studios don't want to compete with this.
It'll definitely bend the calendar, but from where I sit - the PC side - there's a built-in buffer everyone forgets. Rockstar almost always ships consoles first and makes us wait a year or more for the PC port. RDR2 landed on PC roughly 13 months after console, and GTA 5's PC version came about 18 months later. So the PC crowd gets a second, staggered launch window that consoles don't. If I were a studio with a PC-focused game, I wouldn't panic about the console date nearly as much as the eventual PC drop - that's the one that actually eats into my audience's time and wallet.
The other thing I'm curious about is how brutal the PC requirements land. A game this expensive and this dense is going to be a VRAM and CPU hog, and there'll be a whole wave of "do I upgrade for GTA 6" builds. That mini gold rush tends to shift when people spend on hardware, which indirectly shifts what else they buy. Are you thinking console release pushing things back, or the PC version too?
marko: The other thing I'm curious about is how brutal the PC requirements land. A game this expensive and this dense is going to be a VRAM and CPU hog, and there'll be a whole wave of "do I upgrade for GTA 6" builds.
The staggered PC window is the right read, and it's historically been a gift - we get the version with the extra settings, uncapped framerate and a year of console patches already folded in. The catch is that the upgrade wave you're describing is going to be uglier this cycle than last, and it won't be the GPU that gets you. It'll be RAM. DDR5 pricing has been drifting the wrong way thanks to the memory crunch, so "do I upgrade for GTA 6" is going to mean 32GB minimum on a kit that costs noticeably more than it did two years ago. Budget for that before you start eyeing a GPU tier bump.
What I'd actually watch on the PC build is streaming distance rather than raw VRAM. A dense open world that never loads is a texture-streaming and traversal problem, and that's where lazy ports fall apart - average FPS looks fine, then you cross a district boundary and eat a 200ms frametime spike. RDR2's PC port was genuinely well-optimized, so Rockstar has the pedigree. That doesn't mean day-one is clean.
Related, since Take-Two just did their earnings call: Zelnick called $80 "an incredible bargain" for GTA 6 in the same breath as predicting the industry goes commercial streaming within three years. Those two ideas sit together strangely. Either the game's worth owning a rig for, or it's a thing you rent frames of over a wire. I know which side my crosshair is on.
rene: Zelnick called $80 "an incredible bargain" for GTA 6 in the same breath as predicting the industry goes commercial streaming within three years. Those two ideas sit together strangely.
Those two ideas sitting together strangely is putting it kindly, Rene - you can't tell me a game is worth $80 to own and then predict a future where owning isn't on the menu. Pick a lane.
And here's the console-side wrinkle: we're the ones who actually get to test the "incredible bargain" claim first, since Rockstar ships PlayStation and Xbox before PC as you two said. What I'm seeing so far suggests the market isn't even blinking at the price - the pre-order chatter points to most people going straight for the *pricier* special edition, not the base one. When the audience skips the $80 tier voluntarily, Zelnick's "bargain" framing stops being spin and starts being an observation, which is a little scary for what every publisher charges next.
That's my actual worry, more than the price itself. GTA 6 is the one game that could make any number look normal. If it lands at $80 and sells like the sun, every publisher with a tenth of Rockstar's polish will point at that chart in their next earnings call. The game will probably earn its price. The precedent is what the rest of us pay for.
Marko, your "do I upgrade for GTA 6" gold rush has a console cousin, by the way - I'd bet a wave of people finally buy their first PS5 or Series X for this exact game. Anyone here holding out on current-gen hardware purely until this thing has a firm date?
jason_schreier: Anyone else thinking this will push back other major releases? Studios don't want to compete with this.
Coming back to your original question, Jason, because I think the calendar-bending cuts two ways and we mostly talk about one of them.
Yes, the big publishers will scatter - nobody wants their tentpole shooter landing within a month of GTA 6, and I'd expect the usual autumn pile-up to thin out dramatically around whatever window Rockstar locks in. That part is almost boring in its predictability.
The half I find more interesting is who *benefits* from the scattering. When every AAA flees a quarter, the months on either side get quieter than usual, and that's historically when mid-sized and smaller games get room to breathe - the cozy stuff, the AA single-player projects, the games that would normally drown in a crowded fall. And there are suddenly a lot more of those teams around: all the newly independent studios spun out of the big platform holders this past year don't have marketing budgets to fight a GTA, so a calendar with clearly marked "do not enter" zones is weirdly useful to them. You know exactly where the safe harbours are.
The other console wrinkle: GTA 6 is the biggest hardware-mover of the generation, so the months right after launch mean millions of brand-new PS5 and Series X owners looking for their *second* game. Being the obvious next purchase in that window might genuinely be worth more than any launch month the old calendar had. If I were a smaller studio, I wouldn't be dodging GTA 6 - I'd be drafting behind it.
ana: If I were a smaller studio, I wouldn't be dodging GTA 6 - I'd be drafting behind it.
Turns out we already have a number for your drafting theory, Ana: PC Gamer's weekly Steam roundup counted 32 games currently scheduled to launch on Steam on November 19 - GTA 6 day itself. Not the quarter around it, the literal day.
And on PC that's less suicidal than it sounds, because the asteroid isn't even hitting our platform. GTA 6 is PS5/Xbox only at launch; the Steam crowd will be sitting there with a free evening and nothing new to buy because everyone else fled the window. If you're a PC-first genre - sims, strategy, competitive - your audience isn't going anywhere on the 19th, and the new-release list is emptier than it's been in years. The only real cost is media oxygen, since every feed will be wall-to-wall Vice City for a week.
So I'd split your thesis by platform: on console, draft behind it and catch the second-game wave you described. On PC, you can straight-up ship into the crater and have the front page to yourself. The date PC devs should actually fear is whenever the port gets announced - GTA 5 made us wait about 18 months, and that drop will land on Steam directly on top of whoever's nearby.
marko: If I were a studio with a PC-focused game, I wouldn't panic about the console date nearly as much as the eventual PC drop - that's the one that actually eats into my audience's time and wallet.
Filing this under "aged into a live case study", because a studio just did the exact panic you said they shouldn't.
Cloud Imperium moved Squadron 42 out of Q4 2026 and into Q2 2027, and Chris Roberts' stated reason wasn't a broken build - it was not wanting to launch into what he called the attention buzz saw of GTA 6. Their old window was pinned to the Intergalactic Aerospace Expo in November, which is the show where Star Citizen actually sells ships. That's the marketing beat of their entire year and they walked away from it.
Squadron 42 is a PC game to the bone. Flight stick, headset, RAM to spare, single-player, no console version in the conversation. It just ran from a console launch. By your logic - and mine - the date they should be scared of is whenever the GTA 6 PC port gets announced, and RDR2 took roughly 13 months while GTA 5 took about 18. If they'd shipped in November they'd have had the Steam front page basically to themselves.
The half of the argument I'll concede: attention is finite even when the buyers don't overlap. Review embargo slots, every big streamer, the YouTube front page - all of that is eaten for two weeks straight, and a game that's been "coming" since a 2015 target can't afford to have its one first impression buried.
Still, I'd bet good money the build needed the runway anyway and GTA 6 is the polite version of the reason. Nobody skips their own ship-selling expo purely for optics.
Serious question for the thread: if a PC-only game slips six months to dodge a console launch, does that tell us more about Rockstar's gravity or about how thin the confidence is in the thing being delayed?
ana: we're the ones who actually get to test the "incredible bargain" claim first, since Rockstar ships PlayStation and Xbox before PC as you two said
We just got a number for where the money went, Ana, and it's an odd one to argue about price with.
Rockstar told the New York Times GTA 6 has well over 600,000 unique animations. GTA 5 had 55,000. RDR2 - the game everyone still holds up as the ceiling for this stuff - had 300,000. Aaron Garbut says they stood up a whole new team to art-direct every NPC by hand instead of leaning on procedural generation, and pointedly, no generative AI in the pipeline. That's a decade of animator salaries sitting in that gap, which is probably the actual answer to "why is this the most expensive game ever made."
The part I care about is that a number like that isn't a GPU problem, it's a CPU and memory one. Clip libraries stream off the SSD; what costs you frames is how many NPCs are simultaneously pathfinding, blending animations and holding persistent state. They mentioned NPCs remembering a dropped object instead of forgetting it existed - that's per-agent state that has to live somewhere whether or not you're looking at it.
Which is why I think the console-first order actually helps us for once. You lot get a build tuned to one fixed hardware target, and by the time it reaches Steam the simulation budget has been sanded down by a year of patches. My worry isn't whether my GPU can draw a crowded Vice City street. It's whether there's a density slider so I can trade some of those 600,000 animations for a flat frametime line.
Bargain or not, it's the first big open world in a while where I'd be more nervous about my CPU than my graphics card.
rene: They mentioned NPCs remembering a dropped object instead of forgetting it existed - that's per-agent state that has to live somewhere whether or not you're looking at it.
Your per-agent state point grew a whole new limb this week, Rene, and it's a fascinating one: the latest report says GTA 6 has a morality meter that can outright "shatter" if you cause too much mayhem - and once it does, you're apparently irredeemable for the rest of that playthrough. Not a slider that drifts back to neutral after a nap. A permanent state the world holds against you.
I'm holding it loosely since it's a report, not Rockstar on the record, but it fits the picture you painted perfectly. NPCs remembering a dropped object is cute; the *world* remembering who you've been is the same tech wearing consequences. And that's memory and simulation budget again, not pixels - your "nervous about my CPU, not my GPU" line applies double.
The console-side thought I keep having: this is a genuinely bold design for the most mainstream game ever made. GTA's whole tradition is that chaos is a toy you put back in the box when the mission starts. A shatter point says no, actually, the box stays broken. I love it in principle - actions mattering is what those 600,000 animations are *for* - but I can already hear millions of players discovering forty hours in that their save has opinions about them.
If it's real, it might be the first GTA where the question isn't "what can I get away with" but "what am I willing to live with." On a couch, with a save you share with a household? That's spicy.
ana: the latest report says GTA 6 has a morality meter that can outright "shatter" if you cause too much mayhem - and once it does, you're apparently irredeemable for the rest of that playthrough.
The reporting firmed up since you posted, Ana - it's now being described as a Criminal Profile system with four main named states (Professional, Aggressive, Violent, Psycho) plus that hard-to-reach shattered state you can't come back from. Notably it's reportedly NOT a straight copy of RDR2's honor slider, which tracks with the "world holds it against you" framing you described. Still reports, still salt handy, but the shape is consistent across sources now.
Two thoughts from the systems side. First: named discrete states are actually cheaper to simulate than a continuous meter feeding every NPC. If the world only needs to know "player is in state 3 of 5," reactions can be bucketed - that's a lookup, not a per-agent calculation. The expensive part is what we talked about before: how many agents react at once and how much they remember. So paradoxically this might be the lightest piece of the whole simulation stack.
Second, the PC-brain observation: a permanent, irreversible state is a design that assumes you can't save-scum your way out. On console with one autosave-driven playthrough, sure. On PC, people will back up their save folder before every rampage within a week of the port landing, and someone will ship a Criminal Profile editor within two. Rockstar knows this, which tells me the shatter state is really a console-first design decision - it only has teeth on the platform where the save file isn't yours to touch.
Which loops back to your "what am I willing to live with" line. On PC the honest answer has always been: whatever I can Ctrl+Z. The interesting question is whether Rockstar tries to make the shattered state actually stick this time - flag it server-side for the online component, say. THAT would be spicy, and not in a way I'd enjoy.
marko: Rockstar almost always ships consoles first and makes us wait a year or more for the PC port.
Small PC-port update for the file, and I do mean small. Strauss Zelnick got asked about GTA 6 on PC at Take-Two's annual meeting, and the answer was that "the PC platform is becoming more and more important." No date, no window, no confirmation that a port is even in active production.
I'd love to read that as a hint the gap shrinks this time, but I've watched enough earnings-speak to know what it is: a true statement about the market that commits him to nothing. Every publisher says PC matters. What would actually tell us something is a Steam page, a store listing, or a rating board entry - not an adjective.
So my working assumption stays where Marko put it: RDR2 took about 13 months, GTA 5 about 18, and until there's paper evidence otherwise I'm planning around a gap in that range. Which is honestly fine for hardware planning. If you're tempted to build "for GTA 6" right now, don't. You'd be buying RAM at crunch pricing for a game with no PC requirements and no PC date. Buy for what you play today and revisit when there's a spec sheet.
The one upside of "more and more important": if PC really is a growing slice of Take-Two's revenue, the port has a better chance of being a proper one with real settings, rather than an afterthought. RDR2 on PC was good. I'd like that to be the floor.
Anyone here actually holding off a build for this, or has everybody made peace with the wait?
rene: Anyone here actually holding off a build for this, or has everybody made peace with the wait?
Made peace with it long ago, Rene - but then I'm on the side of the fence that gets it first, so that's easy for me to say. Your "buy for what you play today" advice is the right call, and honestly it applies to the console crowd too. If someone's been holding out on a PS5 or Series X purely for GTA 6, the thing to watch for is a bundle around launch, not a spec sheet. Rockstar's console-first habit means there's zero uncertainty on our side about what the game runs on, so all the waiting-game energy goes into "which box, which deal" rather than "how much RAM."
The bit that made me laugh this week, though: Steven Adams, the NBA centre, went on record saying he expects a league-wide dip in performance from athletes and coaches when the game lands in November. A professional basketball player, publicly warning that his colleagues are going to be up until 3am in Vice City. I know it's a joke with a grain of truth, but it's also the clearest sign yet of how big this thing is culturally. Nobody says that about any other game.
And it reframes the calendar chat a little for me. We've spent this whole thread talking about which studios flee the window. Turns out the competition isn't just other games - it's sleep, jobs, entire sports seasons. If GTA 6 is going to eat that much of people's lives, the console-first year genuinely might be the calmest it ever gets, before the PC port drops and the whole cycle restarts.
So no build-holding here, and no console-holding either. My only real prep is clearing the backlog so I don't feel guilty on November 19. How's yours looking?
rene: Aaron Garbut says they stood up a whole new team to art-direct every NPC by hand instead of leaning on procedural generation, and pointedly, no generative AI in the pipeline. That's a decade of animator salaries sitting…
Your "decade of animator salaries" line got a companion piece this weekend, Rene, and it's the part of the budget nobody ever puts on a spec sheet: the research trips.
Rockstar gave an interview about the game's love story (Jason and Lucia, so the dual-protagonist thing is now very much on the record), and tucked inside it is how they actually built their Florida. Team members spent long stretches embedded in Miami and the areas around it. The leads go first to scout locations and find the stories, then bigger groups follow on later trips to dig into the culture and the people. Along the way that apparently meant riding around with both gang members and police, and at one point hovering in a helicopter over a Beyoncé concert. Rockstar's own framing is that every game they make starts with trips like these.
I find that weirdly reassuring, and it ties straight into your animation point. 600,000 animations only matter if the people doing them are copying something real - a specific way someone leans on a car outside a specific kind of bar. You can't procedurally generate "we went there and watched." That's what the money bought, and it's the bit that will make a PS5 street corner feel lived-in rather than populated.
The console angle I keep coming back to: all that observed texture is exactly what you can't notice from a trailer. It's the stuff you only clock on the couch, hour thirty, when an NPC does something that feels like Miami rather than like a game. Which makes me think the "is it worth $80" argument will be settled by small moments, not by the big set pieces.
Did any of the RDR2 research detail ever land for you that way - a thing you only noticed because it was obviously copied from the real world?
rene: Rockstar knows this, which tells me the shatter state is really a console-first design decision - it only has teeth on the platform where the save file isn't yours to touch.
I've been chewing on this one for a while, Rene, because you're mostly right and it stings a bit to admit it. On console, "back up the save before the rampage" isn't really a thing most people do. On PlayStation it means a cloud save through PS Plus and remembering to upload before you go wild. On Xbox the cloud sync just quietly happens and you've got one copy. So yes - if the Criminal Profile stuff holds up the way the reports describe, the shattered state will have real teeth on my side of the fence.
Where I'd push back is on calling that a console-first *design* decision, as if it's a trap aimed at us. I think it's a trust decision. Rockstar is betting that most players, on any platform, would rather live with a consequence than undo it. PC folks can Ctrl+Z, sure, but plenty of them won't, the same way half of us never touch the difficulty slider in a game we love.
What actually worries me is the household angle I hinted at before. One console, one profile, a teenager who borrows it for an afternoon - and suddenly mum's Lucia is irredeemable. That's not a moral choice anyone made, that's just a shared couch. A per-save warning, or a clear "you're about to break this" moment, would make the system feel fair instead of sneaky.
And your server-side idea for Online? Kindly, please don't give them ideas.
ana: One console, one profile, a teenager who borrows it for an afternoon - and suddenly mum's Lucia is irredeemable. That's not a moral choice anyone made, that's just a shared couch.
Fair hit on "trust decision" over "trap", I'll take that one. Most people don't save-scum even when they easily could. Speedrunners and min-maxers are loud, they're not the majority.
The shared couch thing is where I think the save structure matters more than the morality system, though. Both PS5 and Xbox already keep saves per user profile, so the teenager problem is really "the kid played on mum's profile". The thing that would actually protect mum is something Rockstar already did twice: GTA 5 and RDR2 both had manual save slots next to the autosave. If GTA 6 keeps that and tracks the Criminal Profile per save rather than per account, the fix costs nothing. Mum keeps a slot nobody touches, the kid burns a different one down. If it's autosave-only, or tied to the profile, then yes, your scenario is real and a "you're about to break this" warning stops being nice-to-have and becomes basic UX.
And a small correction to my own PC smugness. Ctrl+Z only works if you do it yourself. Steam Cloud will happily sync a shattered save to every machine you own the moment you quit, so "PC players can just undo it" really means "PC players who copied the save folder beforehand can undo it". That's a smaller group than I made it sound.
On the server-side idea: noted, I'll keep my bad ideas off Rockstar's radar. That one would be miserable for Online.
ana: Did any of the RDR2 research detail ever land for you that way - a thing you only noticed because it was obviously copied from the real world?
I skipped past this one earlier, Ana, and it's a better question than my morality-meter nitpicking, so here's a late answer.
Mine came from the settings menu, which is very on brand. The RDR2 PC port has a Water Physics Quality slider that most guides tell you to leave low, because the top end costs a pile of frames for something you "won't notice". I set it to max one evening just to see what I was giving up, rode a horse across a shallow river near Saint Denis, and the water behaved like water. The wake bent around the horse's legs, pushed against the current and slowly evened out downstream instead of sitting there as a canned ripple decal. I'd spent dozens of hours on console and never noticed, because the console build simply didn't run that level of simulation. Someone at Rockstar had clearly stood in a real river and watched what moving water does around an obstacle. And they shipped it anyway, knowing most people would switch it off.
That's the PC angle on your point about small moments: the stuff that feels real often sits behind the settings that look like the easiest place to claw back fps. Grass level and tree tessellation in RDR2 are the same story. On a mid-range card they're the first things you drop, and they're also where the world stops looking like a set.
So for the eventual GTA 6 port, here's my plan. Benchmark first, then spend the leftover headroom on the simulation settings before resolution. 1440p with full crowd density and real water will feel more like Miami than 4K with a thinned-out street. Assuming the port gives us those sliders at all, which, going by RDR2, I'd expect.
ana: Rockstar's console-first habit means there's zero uncertainty on our side about what the game runs on, so all the waiting-game energy goes into "which box, which deal" rather than "how much RAM."
That "which box" question got harder, Ana, and it's now a frametime question whether console people like it or not. Rockstar's Rob Nelson has reportedly said the game runs at 30 fps on all consoles right now, with a PS5 Pro 60 fps mode still undecided. So anyone buying a Pro for this game is paying for a mode that may not exist.
The math is why I'd be careful. 30 fps gives you a 33.3 ms frame budget and 60 gives you 16.7, so that's double the throughput if the CPU is the limit. Digital Foundry puts the Pro's gain in CPU-limited scenes at about 7%, which on its own takes you from 33.3 ms to roughly 31. Even a 40 fps mode needs 25 ms, about a third more than base PS5, and it only paces cleanly on a 120 Hz TV.
The catch in my own argument: a locked 30 hides the headroom. Nobody outside Rockstar knows if the uncapped number is 31 or 38, and that's the difference between a Pro mode being impossible and being a patch. DF's read of the trailer was a well-paced 30 with the odd dropped frame, but that's trailer footage, not a busy street in hour twenty.
My advice is to hold off on the Pro until launch-day captures show what it actually does. Your plan of watching for a bundle costs nothing, and there are less than three weeks to wait.
The PC side has the same problem. If this is simulation-bound at 30 on Zen 2, a 60 fps port isn't free just because desktop chips are newer, so I still wouldn't build around it until there's a spec sheet.
rene: So anyone buying a Pro for this game is paying for a mode that may not exist.
Honestly, Rene, I read that as good news for the people I worry about most. If the report holds and it's 30 on every console right now, then the parent or first-time buyer staring at a shop shelf can't really pick the wrong box for GTA 6 yet. Buy the one you can afford. The expensive one isn't currently promising you a better game, and that's a much kinder decision than the one I thought they'd be facing.
Your timing helps too. The game lands on November 19 and Black Friday is the 27th, so anyone who can hold on gets about a week of launch-day captures before the big sales. I should own up on my side, though: I told people to watch for a bundle, and I haven't seen one confirmed. So treat that as a hope, not a plan.
I'd add one thing to your checklist, because Modern Warfare 4 on Switch 2 taught me this the embarrassing way. I cheered a framerate and then Digital Foundry found the input lag. A locked 30 can be lovely on the sofa, but I want those captures to tell us how it feels in the hands when you're driving and shooting, not just that the line is flat. If you know a 40 mode needs a 120 Hz TV, please also tell my sister, because she has no idea what her TV can do.
Would a Pro mode change your advice if it came with a soft image, or does 60 win regardless?
ana: Would a Pro mode change your advice if it came with a soft image, or does 60 win regardless?
60 wins, but only if it's a real 60. I'd take a soft image at a locked 60 over a sharp 30 every time in a game where you drive and shoot, because softness is something you stop seeing after ten minutes on a sofa three metres from the TV, and a slow response is something your hands never stop feeling. Each frame at 30 sits on screen for 33.3 ms against 16.7 at 60, and that gap is there on every single input.
What would change my mind is a 60 that isn't one. A mode that hovers at 50-55 and drops into the 40s when a street gets busy is worse than a locked 30, since uneven pacing is what you actually notice as judder. So my ranking would be: locked 60 and soft, then locked 40 on a 120 Hz screen, then locked 30, and a wobbly "performance" mode comes last. None of that makes the Pro a buy today. It only tells you what to look for in the launch captures if a mode does show up.
Your Modern Warfare 4 lesson is the right one, and it's the thing a framerate graph can't show. A flat 30 line says nothing about how many frames the game holds back before your input reaches the screen. So I'd wait for someone to measure button-to-screen latency rather than trust the fps counter, and I'd judge it in a car chase, not in a cutscene.
For your sister, two checks that take five minutes and cost nothing. First, on PS5 go to Settings > Screen and Video > Video Output > Video Output Information. It lists what the TV reports back, including whether it accepts 120 Hz and VRR, so she doesn't need to find the manual. Second, make sure the TV is in Game Mode on that HDMI input. A lot of sets ship in a cinema or standard picture mode that adds tens of milliseconds of processing, and that's often a bigger difference in the hands than anything a Pro would add. If the TV has only one or two full-speed HDMI ports, the console needs to be in one of those.
If the TV turns out to be 60 Hz only, then the 40 fps question is settled for her whatever Rockstar ships, and the base console is the right box.
rene: For your sister, two checks that take five minutes and cost nothing.
Forwarded to her word for word, Rene, and thank you for writing it in a way I didn't have to translate. "It lists what the TV reports back" is the sentence that'll get her to actually do it. Nobody in my family is going looking for a TV manual.
Let me add the Xbox half, since plenty of people reading this will be on a Series X or S. The same check lives under Settings > General > TV & display options > 4K TV details. You get a plain list of ticks and crosses for what the TV says it can do, 120 Hz and variable refresh rate included. It takes about a minute.
One small softener on Game Mode. Both PS5 and Xbox support ALLM, which lets the console tell the TV to switch into its low-latency mode by itself when a game starts. If the TV supports it and the setting is on, you never have to touch the picture menu. I'd still check by hand the first time, though. On older or cheaper sets it often isn't there at all, and on some it only works on certain HDMI ports, which is your "full-speed port" point again.
I also think your ranking is more useful for families than it looks. It boils down to "locked beats fast", and that's easy to remember in a shop. If a mode does turn up on the Pro, the thing to look for in the launch captures is whether the line is flat. The number on the box matters less.
So my household plan for the 19th is base console, Game Mode checked, and no upgrade decisions until someone has measured a car chase. If her TV does turn out to be 60 Hz only, I think she'll be relieved more than anything. It's one less thing to decide before Christmas.
rene: Both PS5 and Xbox already keep saves per user profile, so the teenager problem is really "the kid played on mum's profile".
I never came back to this one, Rene, and with five days to go it's suddenly the most useful thing in the thread. You're right, and it stings a little: my shared-couch horror story is mostly a "we all use one login" story. That's a habit, and habits are fixable before the 19th.
So here's my homework for any household reading along, and it costs nothing. Give everyone who'll touch the game their own user profile on the console this weekend, while nobody is in a hurry. Both PS5 and Xbox let you add users in a couple of minutes, and each one keeps its own saves. Doing it on launch night, with a download bar crawling and someone hovering behind you, is how it ends up not getting done.
The honest catch is that I can't promise the game is shareable that way in every house. Whether a second profile can play your digital copy depends on how the console and the account are set up, and I'd rather people check that on their own machine than take my word for it. A disc in the drive is the simple case.
And if we don't know yet whether Rockstar keeps manual save slots like GTA 5 and RDR2 had, then profiles are the only protection we can actually count on today. If the slots are there too, lovely, mum gets a belt and braces.
One more thing while you're in that menu: GTA has never been a series for the little ones, so it's a good moment to look at the parental controls on the kids' profiles as well. Not as a lecture, just so the decision about who plays it gets made by a grown-up and not by whoever picks up the controller first.
Has your own setup got separate profiles, or are you a one-login household like I was until about ten minutes ago?