I hope GTA 6 keeps special abilities grounded, not arcadey like V
Replayed GTA 4 this week and man, it hits different. Everything has weight to it. The physics, the way Niko moves, the car damage. It feels like you're actually in Liberty City, not just playing a game. That rawness is something I really miss.
GTA 5 was a blast, don't get me wrong. But the special abilities always felt a little too gamey. Franklin's driving slow-mo was basically a cheat code. You could pull off impossible maneuvers and escape any chase without breaking a sweat. Michael's bullet time was cool but made shootouts trivial. Trevor's rage mode? Fun, but it turned him into a cartoon character.
I think RDR2 nailed the balance. Deadeye felt like a natural extension of Arthur's skills as a gunslinger. It didn't break immersion, it enhanced it. You still felt vulnerable, still had to pick your shots. It wasn't a get-out-of-jail-free card.
With GTA 6, I'm hoping they lean more toward that RDR2 approach. Lucia and Jason are supposed to be small-time crooks, not superheroes. Give them abilities that feel earned, that have limits. Maybe something tied to their partnership, like a temporary focus mode when they're working together. Or just skip the special abilities entirely and let the gameplay speak for itself.
What do you all think? Would you miss the special abilities if they were gone, or do you want something more grounded?
Source: r/GTA6 · Curated content.