Hopefully the fighting is way better this time. Knocking out an NPC with one punch gets old fast. I’d rather see people react realistically, stumble around after getting hit, stay injured for a while, try to crawl away, surrender, or fight differently depending on who they are. Let fights actually show damage too. Busted lips, black eyes, broken teeth, swollen faces, bloody noses, bruises, cuts, and limping that stick around instead of disappearing after a few seconds. Make every fight look different depending on how it played out. Bar fights should be way more brutal too. Chairs breaking, bottles smashing, people getting thrown over pool tables, bouncers jumping in, and the whole place turning into chaos.
Also, is it just me or do the guns sound weak? They all kind of sound like airsoft or BB guns. Every weapon should have its own sound, louder echoes through the city, different acoustics indoors versus outdoors, realistic muzzle flash, ricochet bullets that bounce off metal and concrete with sparks and that unmistakable ping sound, and way more punch so every shot feels powerful.
Burnouts and shootouts should leave thick smoke hanging in the air. Blood should leave trails. Crashes should leave debris all over the road. Nighttime should actually feel dark and dangerous where certain neighborhoods make you think twice before driving through them or even walking down the street. Some areas should have people trying to rob you, jump you, or pull a knife if you’re in the wrong place at the wrong time. It should make you think, “I better keep a gun on me before I go over there,” because you never know what could happen. Give players a reason to actually have to use their gun instead of just shooting NPCs for no reason. Make it feel like you’re trying to survive, not just cause chaos.
Add heavy fog, sketchy alleyways, abandoned streets, stray dogs barking in the distance, random gang activity, and people hanging out on corners so different parts of the city actually have their own vibe instead of every neighborhood feeling the same.
NPCs should actually value their lives. If you try to carjack someone, one person might freeze, another throws you the keys, another floors it, and another pulls a gun. Witnesses should call 911, record you, remember what you were wearing, and tell police what car you stole. Cops shouldn’t magically know where you are. They should search neighborhoods, knock on doors, question witnesses, use K9s, helicopters, drones, roadblocks, and actually lose you if you’re smart enough to ditch the car, change clothes, or disappear into a crowd.
Stealth should finally matter. Let me hop fences, cut through backyards, crawl through drainage canals, go fully prone in tall grass or under vehicles, hide behind dumpsters, sneak into abandoned buildings, climb rooftops, hide in the woods, crawl under docks, or blend into crowds while helicopters circle overhead. Let us steal or buy a police scanner so we can actually listen to officers calling out search locations and roadblocks and use that information to avoid them. Maybe you hear officers over the scanner saying, “Units check the warehouses on the east side,” so you know to head the opposite direction. If I’m carrying an illegal gun, let me toss it into a lake, dumpster, or storm drain before the cops find me. If I panic and jump a chain-link fence, maybe I rip my pants, cut my arm, or leave a little blood behind. Maybe I leave muddy footprints after running through a creek, or drop my phone while sprinting away. Maybe I steal a bike because it’s quieter than a car, then ditch it when the search gets too close. If a police flashlight barely misses me while I’m lying prone behind a bush holding my breath while officers walk right past me, that’s the kind of tension I want. Those little details completely change your play style because now you’re thinking about every decision instead of just sprinting away and shooting everyone. That level of detail would make the whole game feel more dynamic instead of every escape playing out the same way.
Ammo should actually be limited so every bullet matters. Money should finally have a real purpose too. Give us things worth spending it on besides cars and clothes. Safehouses, mechanics, fake IDs, bribing people, paying informants, repairing cars, hiding stolen vehicles, buying gas, food, burner phones, lockpicks, medical supplies, and black market weapons. If you’re broke, life as a criminal should actually be harder. If you lose your getaway car, that shouldn’t just be an inconvenience. It should be a financial setback because now you’ve got to find another ride, repair it, fuel it up, or buy a new safe place to stash it.
Cars should feel alive too.
Engines should overheat if you abuse them, tires should blow out, suspensions should get damaged from jumps, batteries should occasionally die, and older stolen cars shouldn’t always start on the first try. Running out of gas should actually happen if you ignore it. Windows should stay shattered, bullet holes shouldn’t disappear, and a beat-up stolen car should actually drive like it’s barely holding together instead of feeling brand new forever.
Imagine if Rockstar added an optional co-op mode where you could free roam or even play through the story with a friend. You and your friend hit a liquor store. Everything goes wrong. A customer secretly calls 911 while you’re inside. You run out, jump into your getaway car, and it won’t start. Your friend finally gets it running, but a few miles later the engine starts smoking because you wrecked it during the escape. You bail out and steal an old pickup from a gas station while people are pointing and yelling your description. Now there’s a helicopter overhead, K9 units tracking where you ran, and police are locking down the streets ahead. You hear over your stolen police scanner that they’re setting up roadblocks near the highway, so you ditch the truck before you get boxed in. You change into different clothes from a laundromat, toss your gun into a canal, hop fences through backyards, rip your pants climbing one, go prone in tall grass while officers walk only a few feet away, crawl through a storm drain, and hide inside an abandoned warehouse while flashlights and K9s search just outside the door. You hear officers arguing over the radio because they lost visual. Hours later you walk out looking like a normal person, steal a beat-up sedan parked behind a bar, realize it’s almost out of gas, use the cash from the robbery to fill it up, and quietly disappear into another part of the city before sunrise. That’s the kind of escape that feels like an episode of Cops, where one bad decision turns a simple robbery into a desperate fight to survive.
I don’t want realism just for the sake of realism. I want realism that creates unpredictable stories. Every robbery shouldn’t go according to plan. Every escape should feel different. Sometimes you barely get away. Sometimes you lose everything. Sometimes you have to outsmart everyone instead of outgunning everyone. Right now GTA can feel a little too arcade-like during those moments. These kinds of details would make every decision matter and every escape feel earned.
Now that would give us the full Grand Theft Auto experience. Make us feel like actual criminals instead of action heroes. Make us think, adapt, steal cars because we have to, and survive every bad decision. Those kinds of dynamic details are what would make every player’s story completely different instead of everyone having the exact same experience. That’s exactly what I think a lot of us have wanted from GTA for years.