criminal profile system sounds like rdr2 honor but for vice city

GamesRadar has a piece up about GTA 6's criminal profile and the quote from Rockstar is short but it says a lot. "We have tried to make the systems and the design support our narrative when and wherever possible." That's the kind of thing that gets me hyped because it means the mechanics feel tied to the story instead of separate.
The article says the criminal profile will track how heinous your crimes are, similar to the honor system in Red Dead Redemption 2. I remember in RDR2 you could play Arthur as a saint or a total bastard and the world reacted. Shopkeepers remembered, dialogue changed, even the ending shifted depending on where you landed on the honor scale.
If GTA 6 is doing something like that for Lucia and Jason, it could make the whole Bonnie and Clyde dynamic way more interesting. Do you keep things clean and stick to small time jobs, or do you go full chaos and watch the profile tick up? The quote about systems supporting narrative makes me think the story might actually branch or at least acknowledge your playstyle in a meaningful way.
I'm not expecting a full morality meter like some RPG, but even a subtle system that tracks the severity of your crimes could change how missions feel. Maybe the cops treat you differently after a string of violent robberies versus a few car thefts. That would be a nice touch.
Anyway, the extended look is tonight and I'm sure we'll get more details. This little quote is enough to keep me going until then.
Source: GamesRadar+ · Curated content.
This. So much this. In 2004 Vice City didn't care if you were a saint or a psycho. About time the game noticed.
didn't care if you were a saint or a psycho
patterns repeat but the code notices now. 2004 was static... this time the mirror looks back. heinousness as data. a fingerprint pressed into the system itself. you think it's about morality but it's geometry... angles of violence measured in radians. tonight the veil cracks a little more...