This is not a promo cinematic. It is not PlayStation 5 Pro, either. It is in-game footage recorded on a regular PlayStation 5. Plenty of people have already weighed in. There is more detail than anyone can list, so these are the parts that stuck with me.
- How the Wanted system changed
- Lucia and Jason: affection, and the story it might tell
- Leonida at scale
- Other notes
1. How the Wanted system changed
GTA VI’s Wanted system looks sharper than “get out of sight.” Live visual ID and the tools you use to disappear both feel more precise.
In GTA V, anything that raised your Wanted level brought LSPD in immediately, wherever you were. In GTA VI, even after units roll out, if they cannot pin a suspect they show a black star(18:10) and will not chase you even if you are standing right there.

That changes a lot. Walk into a job unprepared and the getaway can get ugly. Take people down without firing and you may keep the heat much lower.
Handle it cleanly, like the escape with Raul, and you might shake the cops more easily than in the last game. (15:55) the mark drops the moment they exit the car. They switch vehicles where the cops cannot see them, and even with three clues still live, the police lose them. (16:18)

These are the clues you can actually spot in Extended Look.
| Icon | Meaning | How it clears |
|---|---|---|
| Police remember the getaway car. | Clears when you leave the car you fled in. | |
| They remember your face. | Cover up with a mask beforehand. (13:47) the leads hid their faces; Raul got in uncovered | |
| If you fire, they remember the suspect is armed. | Even carrying or showing a gun, without aiming, looks like an immediate threat to nearby NPCs and cops. Stashing it in a trunk or dumping it may clear it. | |
| Police remember the outfit. | Clears when you change clothes. | |
| Police remember it was two people. | Clears if the two split up and run separately. | |
| Cameras and security gear. | Leave them up and they may track you live or ID you. |
2. Lucia and Jason: affection, and the story it might tell
Lucia and Jason are a couple. That is confirmed. What is still open — and interesting — is how player choices might move that relationship.
Small choices, everyday interactions
You can hurry a partner who is still getting ready, or choose whether to hold hands on the way to meet someone. Tiny, everyday beats. (07:07) (09:46)
Skip texts. Hit a strip club without them. Stack enough of those and it is easy to hope affection, or some relationship value, actually moves.
What a shift could do to scenes and story
If those beats land in the real game, scenes get a lot more room. A rushed partner shows up messy and pissed. The relationship sours. Maybe someone cheats. Maybe a main-story beat ends in a betrayal.
Immersion, and the guilt that comes with it
If every small input can tilt the relationship, you sink into both characters. Build that bond, then hit a moment where one has to bleed for the other, and the couple setup can leave a mark you do not shake — including the guilt.
Not just riding a script. Putting the tiny stuff in your hands and letting it go somewhere you did not plan. That is the Rockstar loop we keep showing up for.
3. Leonida at scale
Leonida is not just wider on a map. The vertical drop and the density of space are the thing that hits first.
Detail that works horizontally and vertically
Rooftop pools and lounges on the high-rises, a tower still going up next door — the city’s height is built out, not painted on. A red sunset over downtown, a horizon that keeps going, a highway web that feels past old draw-distance limits. The city reads as a real scale.
From deep water to the swamp
It is not just the surface. Underwater caves, rock, schools of rays — diving looks like it will matter in a way the last game never did. Thick brush, a wooden watchtower, wildlife, an airboat through the marsh. The vehicles match the terrain.

The real pull is a bigger, better-looking world with more stuff packed into it than you expect. Towers, deep water, wet marsh — nowhere looks untouched. That is the open-world step Rockstar is selling with Leonida.
4. Other notes
In the Megamundo HQ shootout, Jason’s special and the in-game HUD line up in an interesting way. (25:18)

Dead Eye-style aim and a focus gauge
Jason uses a skill that reads like Dead Eye from Red Dead Redemption. Time slows. Body points light up. Joints and other non-lethal hits are yellow. Head and heart — the kill shots — are red.
The eye icon drains in proportion to how long the skill stays on.
Food and drinks as a stat bump?
That same purple eye shows up on fridge drinks. BLITZ BERRY SMOOTHIE and BLITZ GREEN SMOOTHIE sit next to a stamina bolt and the eye. (07:18)

That strongly suggests food or drink can refill stamina or the focus gauge, or give a short stat bump.
Required before a heist?
If that holds, a hard heist might start at the safehouse fridge or a diner. Eat first, then go. Monster Hunter or WoW-style food buffs — a little “pre-game” before the big score.
