Grand Theft Auto VI - New details and screenshots following trailer 2

gta5 trailers had NPC interactions and stuff i never saw when playing the game, and this industry is famous for bullshots.

bHiyj9S.png


flying over a beach, you gonna get all this on base ps5?

maybe.
Yup. Don't see it happening either. And yes, the GTA5 trailer had stuff that wasn't even in the game.

Which trailer do you guys mean? The very fist one? Because I do recall the backpackers in front of a mountain and I don't remember ever seeing them ingame like that. But I consider that minor, or is there way more?
 
gta5 trailers had NPC interactions and stuff i never saw when playing the game, and this industry is famous for bullshots.

bHiyj9S.png


flying over a beach, you gonna get all this on base ps5?

maybe.
Thats the PC release with increased NPC count. This feature will likely be available on the PS6.
 
gta5 trailers had NPC interactions and stuff i never saw when playing the game, and this industry is famous for bullshots.

bHiyj9S.png


flying over a beach, you gonna get all this on base ps5?

maybe.
This is very true, but GTA5 never had a 2 billion dollar budget and nearly 10 years of development. i believe everything i see in this trailer for that reason
 
Even though the visual systems saw a small upgrade, the GTAV trailer/screens had little bit of window dressing just to make them presentable. Whether it be a guy banging a sign in, the mountain climbers or a crop duster.

But this time it feels like they're really hitting us over the head with the density, dynamics and liveliness. Every shot and screen is just overflowing. It'd take some major kahunas after all the expectation and hype to not come within say, ~80% of what we're seeing here. Of course, I don't expect everything to align all the time to present us with this level of hustle and bustle constantly; and in fact having quiet times and quiet places is a good thing, but I can only hope they're being so blatant with it all because they're confident they can regularly have moments that meet what we're seeing, or at least come very close.

The world needs depth and has to feel like it's living and breathing, or else the level of fidelity is going to be incredibly dissonant. Failing on this front will be a major disappointment. I've found myself increasingly less accepting of high fidelity games if the worlds are dead (the one exception being Death Stranding where it's kinda the point).
 
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