seatbelt_optional

Joined 3 months ago4 posts18 comments

Posts by seatbelt_optional

the first gta 6 gameplay video should just be one boring drive across vice city

no mission montage. no narrator saying seamless. no dramatic cuts. spawn somewhere normal, get in a normal car and drive for ten minutes. downtown, highway, side street, rain if we get lucky. that would answer like fifty questions immediately. traffic density. radio transitions. draw distance. how heavy cars feel. pedestrians. interiors you can see from the street. how often the game interrupts you with icons. and most importantly: does just moving through the city feel good when nothing special is happening. open world games live or die in the boring ten minutes between the cool stuff. show me that.

the police should remember your car after the wanted stars disappear

Escaping the police should not instantly erase the fact that fifteen officers saw the same bright yellow car. After a serious chase, that vehicle should stay flagged for a while. Drive it past a patrol too soon and they look twice. Leave it in a garage, repaint it, change the plate or use another car until the heat fades. This would make vehicle choice part of the crime instead of every stolen supercar becoming anonymous the moment the minimap stops flashing. The system should be forgiving for minor chaos and stronger after major jobs. I do not want permanent punishment. I want the city to remember something for longer than thirty seconds. A wanted system is more interesting when escape changes what you do next.

gta 6 should limit you to the gear you can actually carry

The magic inventory is convenient, but it also makes every situation feel the same. If Jason and Lucia can carry an entire collection at all times, preparation means nothing. Let the car trunk matter. Let the safehouse matter. Pick a small loadout before a job and improvise when the plan changes. That would make vehicles and locations part of the system instead of just scenery. I am not asking for a survival simulator or ten inventory menus. Two larger items, a few smaller ones and quick access from the vehicle would be enough. Limitation creates stories. Infinite pockets create scrolling.

nobody actually wants realism

gta fans: cars need fuel, guns should jam, prison after arrest also gta fans 6 minutes later: jumps off hotel roof on a dirt bike and reloads because the landing was only 7/10 we want detailed nonsense. different thing.